mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 19:31:30 +11:00
123 lines
3.3 KiB
Plaintext
123 lines
3.3 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
ScaleFX - Pass 4
|
|
by Sp00kyFox, 2017-03-01
|
|
|
|
Filter: Nearest
|
|
Scale: 3x
|
|
|
|
ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
|
|
originally intended as an improvement upon Scale3x but became a new filter in
|
|
its own right.
|
|
ScaleFX interpolates edges up to level 6 and makes smooth transitions between
|
|
different slopes. The filtered picture will only consist of colours present
|
|
in the original.
|
|
|
|
Pass 4 outputs subpixels based on previously calculated tags.
|
|
|
|
|
|
|
|
Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
|
|
*/
|
|
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
float HSM_SCALEFX_ON;
|
|
// float HSM_SCALEFX_SOURCE_RES_DIVISION_FACTOR;
|
|
} params;
|
|
|
|
|
|
layout(set = 0, binding = 0, std140) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#include "hsm-scalefx.inc"
|
|
|
|
#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(binding = 1) uniform sampler2D Source;
|
|
layout(binding = 2) uniform sampler2D refpass;
|
|
|
|
|
|
// extract corners
|
|
vec4 loadCrn(vec4 x){
|
|
return floor(mod(x*80 + 0.5, 9));
|
|
}
|
|
|
|
// extract mids
|
|
vec4 loadMid(vec4 x){
|
|
return floor(mod(x*8.888888 + 0.055555, 9));
|
|
}
|
|
|
|
|
|
void main()
|
|
{
|
|
if (HSM_SCALEFX_ON < 0.5)
|
|
{
|
|
FragColor = texture(Source, vTexCoord);
|
|
return;
|
|
}
|
|
|
|
/* grid corners mids
|
|
|
|
B x y x
|
|
D E F w y
|
|
H w z z
|
|
*/
|
|
|
|
|
|
// read data
|
|
vec4 E = texture(Source, vTexCoord);
|
|
|
|
// extract data
|
|
vec4 crn = loadCrn(E);
|
|
vec4 mid = loadMid(E);
|
|
|
|
// determine subpixel
|
|
vec2 fp = floor(3.0 * fract(vTexCoord * params.SourceSize.xy));
|
|
float sp = fp.y == 0. ? (fp.x == 0. ? crn.x : fp.x == 1. ? mid.x : crn.y) : (fp.y == 1. ? (fp.x == 0. ? mid.w : fp.x == 1. ? 0. : mid.y) : (fp.x == 0. ? crn.w : fp.x == 1. ? mid.z : crn.z));
|
|
|
|
// output coordinate - 0 = E, 1 = D, 2 = D0, 3 = F, 4 = F0, 5 = B, 6 = B0, 7 = H, 8 = H0
|
|
vec2 res = sp == 0. ? vec2(0,0) : sp == 1. ? vec2(-1,0) : sp == 2. ? vec2(-2,0) : sp == 3. ? vec2(1,0) : sp == 4. ? vec2(2,0) : sp == 5. ? vec2(0,-1) : sp == 6. ? vec2(0,-2) : sp == 7. ? vec2(0,1) : vec2(0,2);
|
|
|
|
// ouput
|
|
FragColor = texture(refpass, vTexCoord + res / params.SourceSize.xy);
|
|
}
|