mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +11:00
110 lines
3 KiB
Plaintext
110 lines
3 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Average Luminance Shader, Smart Edge Interpolation Coefficients Calculation
|
|
|
|
Copyright (C) 2018-2022 guest(r) - guest.r@gmail.com
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
Thanks to HunterK for the mipmap hint. :D
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
uint FrameCount;
|
|
vec4 SourceSize;
|
|
float lsmooth;
|
|
float sth;
|
|
} params;
|
|
|
|
#pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.70 0.50 0.99 0.01
|
|
|
|
#define lsmooth params.lsmooth
|
|
|
|
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
|
#define SourceSize params.SourceSize
|
|
#define TEX0 vTexCoord
|
|
|
|
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 * 1.00001;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
layout(set = 0, binding = 3) uniform sampler2D AvgLumPassFeedback;
|
|
|
|
// Reference: http://www.compuphase.com/cmetric.htm
|
|
// Reference: ScaleFX, author Sp00kyFox
|
|
|
|
float dist(vec3 A, vec3 B)
|
|
{
|
|
float r = 0.5 * (A.r + B.r);
|
|
vec3 d = A - B;
|
|
vec3 c = vec3(2. + r, 4., 3. - r);
|
|
|
|
return sqrt(dot(c*d, d)) / 3.;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
float m = max(log2(SourceSize.x), log2(SourceSize.y));
|
|
m = floor(max(m, 1.0))-1.0;
|
|
|
|
vec2 dx = vec2(1.0/SourceSize.x, 0.0);
|
|
vec2 dy = vec2(0.0, 1.0/SourceSize.y);
|
|
vec2 y2 = 2.0*dy;
|
|
vec2 x2 = 2.0*dx;
|
|
|
|
float ltotal = 0.0;
|
|
|
|
ltotal+= length(textureLod(Source, vec2(0.3, 0.3), m).rgb);
|
|
ltotal+= length(textureLod(Source, vec2(0.3, 0.7), m).rgb);
|
|
ltotal+= length(textureLod(Source, vec2(0.7, 0.3), m).rgb);
|
|
ltotal+= length(textureLod(Source, vec2(0.7, 0.7), m).rgb);
|
|
|
|
ltotal*=0.25;
|
|
|
|
ltotal = pow(0.577350269 * ltotal, 0.70);
|
|
|
|
float lhistory = texture(AvgLumPassFeedback, vec2(0.5,0.5)).a;
|
|
|
|
ltotal = mix(ltotal, lhistory, lsmooth);
|
|
|
|
vec3 l1 = COMPAT_TEXTURE(Source, TEX0.xy ).rgb;
|
|
vec3 r1 = COMPAT_TEXTURE(Source, TEX0.xy +dx ).rgb;
|
|
vec3 l2 = COMPAT_TEXTURE(Source, TEX0.xy -dx ).rgb;
|
|
vec3 r2 = COMPAT_TEXTURE(Source, TEX0.xy +x2 ).rgb;
|
|
|
|
float c1 = dist(l2,l1);
|
|
float c2 = dist(l1,r1);
|
|
float c3 = dist(r2,r1);
|
|
|
|
FragColor = vec4(c1,c2,c3,ltotal);
|
|
} |