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https://github.com/italicsjenga/slang-shaders.git
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121 lines
3 KiB
Plaintext
121 lines
3 KiB
Plaintext
#version 450
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/*
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Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 2
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by Sp00kyFox, 2014
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Eliminating isolated detections.
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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_LO;
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float VL_HI;
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float CB_LO;
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float CB_HI;
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float HSM_DEDITHER_MODE;
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} params;
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// #pragma parameter VL_LO "MDAPT VL LO Thresh" 1.25 0.0 10.0 0.05
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// #pragma parameter VL_HI "MDAPT VL HI Thresh" 1.75 0.0 10.0 0.05
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// #pragma parameter CB_LO "MDAPT CB LO Thresh" 5.25 0.0 25.0 0.05
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// #pragma parameter CB_HI "MDAPT CB HI Thresh" 5.75 0.0 25.0 0.05
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const float VL_LO = 1.25;
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const float VL_HI = 1.75;
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const float CB_LO = 5.25;
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const float CB_HI = 5.75;
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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 parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1
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#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE
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#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
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#define and(x,y) min(x,y)
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#define or(x,y) max(x,y)
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vec2 sigmoid(vec2 signal){
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return smoothstep(vec2(VL_LO, CB_LO), vec2(VL_HI, CB_HI), signal);
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}
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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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void main()
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{
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/*
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NW UUL U2 UUR NE
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ULL UL U1 UR URR
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L2 L1 C R1 R2
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DLL DL D1 DR DRR
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SW DDL D2 DDR SE
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*/
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if (HSM_DEDITHER_MODE < 1 || HSM_DEDITHER_MODE == 3)
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{
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FragColor = texture(Source, vTexCoord);
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return;
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}
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vec2 C = TEX( 0., 0.).xy;
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vec2 hits = vec2(0.0);
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//phase 1
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vec2 L1 = TEX(-1., 0.).xy;
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vec2 R1 = TEX( 1., 0.).xy;
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vec2 U1 = TEX( 0.,-1.).xy;
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vec2 D1 = TEX( 0., 1.).xy;
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//phase 2
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vec2 L2 = and(TEX(-2., 0.).xy, L1);
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vec2 R2 = and(TEX( 2., 0.).xy, R1);
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vec2 U2 = and(TEX( 0.,-2.).xy, U1);
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vec2 D2 = and(TEX( 0., 2.).xy, D1);
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vec2 UL = and(TEX(-1.,-1.).xy, or(L1, U1));
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vec2 UR = and(TEX( 1.,-1.).xy, or(R1, U1));
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vec2 DL = and(TEX(-1., 1.).xy, or(L1, D1));
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vec2 DR = and(TEX( 1., 1.).xy, or(R1, D1));
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//phase 3
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vec2 ULL = and(TEX(-2.,-1.).xy, or(L2, UL));
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vec2 URR = and(TEX( 2.,-1.).xy, or(R2, UR));
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vec2 DRR = and(TEX( 2., 1.).xy, or(R2, DR));
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vec2 DLL = and(TEX(-2., 1.).xy, or(L2, DL));
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vec2 UUL = and(TEX(-1.,-2.).xy, or(U2, UL));
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vec2 UUR = and(TEX( 1.,-2.).xy, or(U2, UR));
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vec2 DDR = and(TEX( 1., 2.).xy, or(D2, DR));
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vec2 DDL = and(TEX(-1., 2.).xy, or(D2, DL));
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//phase 4
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hits += and(TEX(-2.,-2.).xy, or(UUL, ULL));
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hits += and(TEX( 2.,-2.).xy, or(UUR, URR));
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hits += and(TEX(-2., 2.).xy, or(DDL, DLL));
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hits += and(TEX( 2., 2.).xy, or(DDR, DRR));
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hits += (ULL + URR + DRR + DLL + L2 + R2) + vec2(0.0, 1.0) * (C + U1 + U2 + D1 + D2 + L1 + R1 + UL + UR + DL + DR + UUL + UUR + DDR + DDL);
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FragColor = vec4(C * sigmoid(hits), C);
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} |