mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 19:31:30 +11:00
79 lines
3.1 KiB
Plaintext
79 lines
3.1 KiB
Plaintext
#version 450
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
float PS1_BOX_BLUR_MODE;
|
|
uint FrameCount;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#pragma parameter HSM_BOXBLUR_EMPTY_LINE " " 0 0 0.001 0.001
|
|
#pragma parameter PS1_BOXBLUR_TITLE "[ --- PS1 BOX BLUR --- ]:" 0 0 0.01 0.01
|
|
#pragma parameter PS1_BOX_BLUR_MODE " Box Blur ON" 0.0 0.0 1.0 1.0
|
|
#define PS1_BOX_BLUR_MODE params.PS1_BOX_BLUR_MODE
|
|
|
|
#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()
|
|
{
|
|
vec4 orig_pass_full = texture(Source, vTexCoord);
|
|
if (PS1_BOX_BLUR_MODE < 0.5)
|
|
{
|
|
FragColor = orig_pass_full;
|
|
return;
|
|
}
|
|
|
|
vec3 OriginPass = orig_pass_full.xyz;//No blending
|
|
|
|
//Blend 4 pixels together by sampling between them with linear interpolation
|
|
vec2 SquareBlend = (vTexCoord * params.SourceSize.xy - 0.5) * params.SourceSize.zw;
|
|
//Blend 2 horizontal pixels together the same way as before
|
|
vec2 HorizoBlend = (vTexCoord * params.SourceSize.xy - vec2(0.5,0.0)) * params.SourceSize.zw;
|
|
vec3 SquarePass = texture(Source, SquareBlend).xyz;
|
|
vec3 HorizoPass = texture(Source, HorizoBlend).xyz;
|
|
|
|
//Edge Detection for SquareBlend
|
|
vec3 SquareEdge = texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz +
|
|
texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz +
|
|
texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz;
|
|
SquareEdge = abs((SquareEdge / 3.0) - SquarePass);
|
|
//Try to adjust white / black range so that edges are black and non-edges are white
|
|
float SquareEdgeMask = 1.0-pow(1.0-pow(1.0-max(SquareEdge.x,max(SquareEdge.y,SquareEdge.z)),30.0),2.0);
|
|
|
|
//Edge Detection for HorizoBlend
|
|
vec3 HorizoEdge = texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz +
|
|
texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz +
|
|
texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz;
|
|
HorizoEdge = abs((HorizoEdge / 3.0) - HorizoPass);
|
|
//Try to adjust white / black range so that edges are black and non-edges are white
|
|
float HorizoEdgeMask = 1.0-pow(1.0-pow(1.0-max(HorizoEdge.x,max(HorizoEdge.y,HorizoEdge.z)),10.0),2.0);
|
|
|
|
//If SquarePass has a detected edge, use HorizoPass
|
|
vec3 Result = mix(HorizoPass,SquarePass,SquareEdgeMask);
|
|
//If HorizoPass has a detected edge, use OriginPass
|
|
Result = mix(OriginPass,Result,HorizoEdgeMask);
|
|
|
|
//It's complete
|
|
FragColor = vec4(Result,1.0);
|
|
} |