slang-shaders/dithering/shaders/cbod-v1/cbod-v1-pass1.slang
2017-05-18 12:46:03 -05:00

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#version 450
/*
/ "Conditional Blending of Dither" Shader v1.0 - Pass 1
/ Copyright (c) 2013, Alexander Kulagin <coastkid3d@gmail.com>
/ All Rights reserved.
/
/ Redistribution and use in source and binary forms, with or without
/ modification, are permitted provided that the following conditions are met:
/
/ * Redistributions of source code must retain the above copyright notice,
/ this list of conditions and the following disclaimer.
/
/ * Redistributions in binary form must reproduce the above copyright
/ notice, this list of conditions and the following disclaimer in the
/ documentation and/or other materials provided with the distribution.
/
/ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
/ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
/ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
/ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
/ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
/ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
/ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
/ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
/ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
/ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
/ POSSIBILITY OF SUCH DAMAGE.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 uv = vTexCoord - (params.SourceSize.zw) * 0.25;
vec2 uv_shift = (params.SourceSize.zw);
vec3 src = texture(Source, uv).rgb;
// Searching for the Vertical Dithering Zones
vec3 dither_v_zone = vec3(texture(Source, uv + vec2(uv_shift.x, 0.)).rgb == texture(Source, uv - vec2(uv_shift.x, 0.)).rgb);
dither_v_zone = vec3(smoothstep(0.2, 1.0, dot(dither_v_zone, vec3(0.33333))));
// Searching for High Contrast "Safe" Zones
vec3 safe_zone = vec3(abs(dot(texture(Source, uv).rgb - texture(Source, uv - vec2(uv_shift.x, 0.)).rgb, vec3(0.3333))));
safe_zone = vec3(lessThan(safe_zone , vec3(0.45)));
// Horizontal Bluring by 1 pixel
vec3 blur_h = (texture(Source, uv).rgb + texture(Source, uv - vec2(uv_shift.x, 0.)).rgb) * 0.5;
// Final Blend between Source and Blur using Dithering Zone and Safe Zone
vec3 finalcolor = mix(src, blur_h, dither_v_zone * safe_zone);
FragColor = vec4(finalcolor, 1.0);
}