mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
84 lines
2.1 KiB
Plaintext
84 lines
2.1 KiB
Plaintext
#version 450
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
} global;
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out vec4 t1;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
// A1 B1 C1
|
|
// A0 A B C C4
|
|
// D0 D E F F4
|
|
// G0 G H I I4
|
|
// G5 H5 I5
|
|
|
|
float dx = global.SourceSize.z;
|
|
float dy = global.SourceSize.w;
|
|
|
|
vTexCoord = TexCoord;
|
|
t1 = vec4(dx, 0, 0, dy); // F H
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec4 t1;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
layout(set = 0, binding = 3) uniform sampler2D Original;
|
|
|
|
mat4x2 sym_vectors = mat4x2(1, 1, 1, -1, -1, -1, -1, 1);
|
|
|
|
float remapFrom01(float v, float high)
|
|
{
|
|
return (high*v + 0.5);
|
|
}
|
|
|
|
vec2 unpack_info(float i)
|
|
{
|
|
vec2 info;
|
|
info.x = round(modf(i/2.0f, i));
|
|
info.y = i;
|
|
|
|
return info;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
//get original texture coordinates relative to the current pass
|
|
vec2 OriginalCoord = floor(global.OriginalSize.xy * vTexCoord);
|
|
OriginalCoord = (OriginalCoord + 0.5) * global.OriginalSize.zw;
|
|
|
|
float px, edr; // px = pixel to blend, edr = edge detection rule
|
|
|
|
vec2 pos = fract(vTexCoord*global.SourceSize.xy)-vec2(0.5, 0.5); // pos = pixel position
|
|
vec2 dir = sign(pos); // dir = pixel direction
|
|
|
|
vec2 g1 = dir*t1.xy;
|
|
vec2 g2 = dir*t1.zw;
|
|
|
|
vec3 F = texture(Original, OriginalCoord +g1).rgb;
|
|
vec3 H = texture(Original, OriginalCoord +g2).rgb;
|
|
vec3 E = texture(Original, OriginalCoord ).rgb;
|
|
|
|
vec4 icomp = round(clamp(dir*sym_vectors, vec4(0.0), vec4(1.0))); // choose info component
|
|
float info = remapFrom01(dot(texture(Source, vTexCoord), icomp), 255.0f); // retrieve 1st pass info
|
|
vec2 flags = unpack_info(info); // retrieve 1st pass flags
|
|
|
|
edr = flags.x;
|
|
px = flags.y;
|
|
|
|
vec3 color = mix(E, mix(H, F, px), edr*0.5); // interpolate if there's edge
|
|
|
|
FragColor = vec4(color, 1.0);
|
|
} |