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https://github.com/italicsjenga/slang-shaders.git
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93 lines
2.3 KiB
Plaintext
93 lines
2.3 KiB
Plaintext
#version 450
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/*
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Genesis Dithering and Pseudo Transparency Shader v1.3 - Pass 1
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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 STEPS;
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float DEBUG;
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} params;
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#pragma parameter STEPS "GDAPT Error Prevention LVL" 1.0 0.0 5.0 1.0
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#pragma parameter DEBUG "GDAPT Adjust View" 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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#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*t1)
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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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layout(location = 1) out vec2 t1;
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void main()
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{
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gl_Position = global.MVP * vec4(Position.xy, 0.0, 1.0);
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vTexCoord = TexCoord;
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t1 = params.SourceSize.zw;
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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 = 1) in vec2 t1;
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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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vec4 C = TEX( 0, 0);
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vec4 L = TEX(-1, 0);
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vec4 R = TEX( 1, 0);
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float str = 0.0;
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if(params.STEPS == 0.0){
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str = C.w;
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}
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else if(params.STEPS == 1.0){
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str = min(max(L.w, R.w), C.w);
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}
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else if(params.STEPS == 2.0){
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str = min(max(min(max(TEX(-2,0).w, R.w), L.w), min(R.w, TEX(2,0).w)), C.w);
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}
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else if(params.STEPS == 3.0){
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float tmp = min(R.w, TEX(2,0).w);
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str = min(max(min(max(min(max(TEX(-3,0).w, R.w), TEX(-2,0).w), tmp), L.w), min(tmp, TEX(3,0).w)), C.w);
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}
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else if(params.STEPS == 4.0){
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float tmp1 = min(R.w, TEX(2,0).w);
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float tmp2 = min(tmp1, TEX(3,0).w);
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str = min(max(min(max(min(max(min(max(TEX(-4,0).w, R.w), TEX(-3,0).w), tmp1), TEX(-2,0).w), tmp2), L.w), min(tmp2, TEX(4,0).w)), C.w);
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}
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else{
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float tmp1 = min(R.w, TEX(2,0).w);
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float tmp2 = min(tmp1, TEX(3,0).w);
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float tmp3 = min(tmp2, TEX(4,0).w);
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str = min(max(min(max(min(max(min(max(min(max(TEX(-5,0).w, R.w), TEX(-4,0).w), tmp1), TEX(-3,0).w), tmp2), TEX(-2,0).w), tmp3), L.w), min(tmp3, TEX(5,0).w)), C.w);
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}
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if(params.DEBUG > 0.5)
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FragColor = vec4(str);
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float sum = L.w + R.w;
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float wght = max(L.w, R.w);
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wght = (wght == 0.0) ? 1.0 : sum/wght;
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FragColor = vec4(mix(C.xyz, (wght*C.xyz + L.w*L.xyz + R.w*R.xyz)/(wght + sum), str), 1.0);
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} |