mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
c10a40e656
* update shaders that use Original to use a reference pass instead for append/prepend readiness * remove some extraneous files * fix super-xbr preset that was already broken apparently
163 lines
4.1 KiB
Plaintext
163 lines
4.1 KiB
Plaintext
#version 450
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/*
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Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 4
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by Sp00kyFox, 2014
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Blends pixels based on detected dithering patterns.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float VL;
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float CB;
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float DEBUG;
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float linear_gamma;
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} params;
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#pragma parameter VL "MDAPT Vertical Lines" 0.0 0.0 1.0 1.0
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#pragma parameter CB "MDAPT Checkerboard" 1.0 0.0 1.0 1.0
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#pragma parameter DEBUG "MDAPT Adjust View" 0.0 0.0 1.0 1.0
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#pragma parameter linear_gamma "MDAPT Linear Gamma Blend" 0.0 0.0 1.0 1.0
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D mdapt_refpass;
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//#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
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//#define TEXt0(dx,dy) texture(mdapt_refpass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
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vec4 TEX(float dx, float dy){
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if(params.linear_gamma > 0.5) return pow(texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw), vec4(2.2));
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else return texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw);
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}
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vec4 TEXt0(float dx, float dy){
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if(params.linear_gamma > 0.5) return pow(texture(mdapt_refpass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw), vec4(2.2));
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else return texture(mdapt_refpass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw);
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}
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bool eq(vec3 A, vec3 B){
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return (A == B);
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}
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float and_(float a, float b){
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return min(a,b);
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}
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float or_(float a, float b){
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return max(a,b);
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}
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float or_(float a, float b, float c, float d, float e, float f, float g, float h, float i){
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return max(a, max(b, max(c, max(d, max(e, max(f, max(g, max(h,i))))))));
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}
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vec2 and_(vec2 a, vec2 b){
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return min(a,b);
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}
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vec2 or_(vec2 a, vec2 b){
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return max(a,b);
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}
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vec2 or_(vec2 a, vec2 b, vec2 c, vec2 d){
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return max(a, max(b, max(c,d)));
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}
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void main()
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{
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/*
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UL U UR
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L C R
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DL D DR
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*/
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vec4 C = TEX( 0., 0.); vec3 c = TEXt0( 0., 0.).xyz;
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vec2 L = TEX(-1., 0.).xy; vec3 l = TEXt0(-1., 0.).xyz;
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vec2 R = TEX( 1., 0.).xy; vec3 r = TEXt0( 1., 0.).xyz;
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vec2 U = TEX( 0.,-1.).xy;
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vec2 D = TEX( 0., 1.).xy;
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float prVL = 0.0, prCB = 0.0;
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vec3 fVL = vec3(0.0), fCB = vec3(0.0);
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// Backpropagation
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C.xy = or_(C.xy, and_(C.zw, or_(L.xy, R.xy, U.xy, D.xy)));
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if(params.VL > 0.5){
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float prSum = L.x + R.x;
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prVL = max(L.x, R.x);
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prVL = (prVL == 0.0) ? 1.0 : prSum/prVL;
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fVL = (prVL*c + L.x*l + R.x*r)/(prVL + prSum);
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prVL = C.x;
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}
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if(params.CB > 0.5){
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vec3 u = TEXt0( 0.,-1.).xyz;
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vec3 d = TEXt0( 0., 1.).xyz;
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float eqCL = float(eq(c,l));
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float eqCR = float(eq(c,r));
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float eqCU = float(eq(c,u));
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float eqCD = float(eq(c,d));
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float prU = or_(U.y, eqCU);
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float prD = or_(D.y, eqCD);
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float prL = or_(L.y, eqCL);
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float prR = or_(R.y, eqCR);
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float prSum = prU + prD + prL + prR;
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prCB = max(prL, max(prR, max(prU,prD)));
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prCB = (prCB == 0.0) ? 1.0 : prSum/prCB;
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//standard formula: C/2 + (L + R + D + U)/8
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fCB = (prCB*c + prU*u + prD*d + prL*l + prR*r)/(prCB + prSum);
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float UL = TEX(-1.,-1.).y; vec3 ul = TEXt0(-1.,-1.).xyz;
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float UR = TEX( 1.,-1.).y; vec3 ur = TEXt0( 1.,-1.).xyz;
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float DL = TEX(-1., 1.).y; vec3 dl = TEXt0(-1., 1.).xyz;
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float DR = TEX( 1., 1.).y; vec3 dr = TEXt0( 1., 1.).xyz;
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// Checkerboard Smoothing
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prCB = or_(C.y, and_(L.y, eqCL), and_(R.y, eqCR), and_(U.y, eqCU), and_(D.y, eqCD), and_(UL, float(eq(c,ul))), and_(UR, float(eq(c,ur))), and_(DL, float(eq(c,dl))), and_(DR, float(eq(c,dr))));
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}
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if(params.DEBUG > 0.5)
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FragColor = vec4(prVL, prCB, 0.0, 0.0);
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vec4 final = (prCB >= prVL) ? vec4(mix(c, fCB, prCB), 1.0) : vec4(mix(c, fVL, prVL), 1.0);
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FragColor = (params.linear_gamma > 0.5) ? pow(final, vec4(1.0 / 2.2)) : final;
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}
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