mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
202 lines
8.3 KiB
Plaintext
202 lines
8.3 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float blending_mode;
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float adjacent_texel_alpha_blending;
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} registers;
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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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////////////////////////////////////////////////////////////////////////////////
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// Config //
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////////////////////////////////////////////////////////////////////////////////
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// 0 - only the space between dots is blending
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// 1 - all texels are blended
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#pragma parameter blending_mode "Blending Mode" 0.0 0.0 1.0 1.0
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// The amount of alpha swapped between neighboring texels
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#pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.76 0.0 1.0 0.01
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///////////////////////////////////////////////////////////////////////////
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// //
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// Gameboy Classic Shader v0.2.2 //
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// //
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// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
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// //
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// This program is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 3 of the License, or //
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// (at your option) any later version. //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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// //
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///////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// Vertex shader //
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////////////////////////////////////////////////////////////////////////////////
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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 texel;
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layout(location = 2) out vec2 blur_coords_up;
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layout(location = 3) out vec2 blur_coords_down;
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layout(location = 4) out vec2 blur_coords_right;
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layout(location = 5) out vec2 blur_coords_left;
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layout(location = 6) out vec2 blur_coords_upright;
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layout(location = 7) out vec2 blur_coords_upleft;
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layout(location = 8) out vec2 blur_coords_downright;
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layout(location = 9) out vec2 blur_coords_downleft;
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layout(location = 10) out vec2 blur_coords_lower_bound;
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layout(location = 11) out vec2 blur_coords_upper_bound;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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texel = registers.SourceSize.zw;
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blur_coords_down = vTexCoord + vec2(0.0, texel.y);
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blur_coords_up = vTexCoord + vec2(0.0, -texel.y);
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blur_coords_right = vTexCoord + vec2(texel.x, 0.0);
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blur_coords_left = vTexCoord + vec2(-texel.x, 0.0);
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blur_coords_downright = vTexCoord + vec2(texel.x, texel.y);
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blur_coords_downleft = vTexCoord + vec2(-texel.x, texel.y);
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blur_coords_upright = vTexCoord + vec2(texel.x, -texel.y);
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blur_coords_upleft = vTexCoord + vec2(-texel.x, -texel.y);
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blur_coords_lower_bound = vec2(0.0);
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blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0));
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}
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////////////////////////////////////////////////////////////////////////////////
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// Fragment shader //
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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 texel;
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layout(location = 2) in vec2 blur_coords_up;
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layout(location = 3) in vec2 blur_coords_down;
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layout(location = 4) in vec2 blur_coords_right;
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layout(location = 5) in vec2 blur_coords_left;
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layout(location = 6) in vec2 blur_coords_upright;
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layout(location = 7) in vec2 blur_coords_upleft;
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layout(location = 8) in vec2 blur_coords_downright;
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layout(location = 9) in vec2 blur_coords_downleft;
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layout(location = 10) in vec2 blur_coords_lower_bound;
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layout(location = 11) in vec2 blur_coords_upper_bound;
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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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////////////////////////////////////////////////////////////////////////////////
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// Fragment definitions //
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////////////////////////////////////////////////////////////////////////////////
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// Clamp the blur coords to the input texture size so it doesn't attempt to sample off the texture (it'll retrieve float4(0.0) and darken the edges otherwise)
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// Then return its alpha
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float clamped_coord_alpha(vec2 blur_coords)
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{
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vec2 clamped_coord = clamp(blur_coords, blur_coords_lower_bound, blur_coords_upper_bound);
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return texture(Source, clamped_coord).a;
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}
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// Used for gap direction detection
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bool is_gap(vec2 coords_side_1, vec2 coords_side_2)
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{
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float alpha_side_1 = texture(Source, coords_side_1).a;
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float alpha_side_2 = texture(Source, coords_side_2).a;
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return alpha_side_1 == 0.0 && alpha_side_2 == 0.0;
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}
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// A simple blur technique that softens harsh color transitions
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// Specialized to only blur alpha values
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// Blends only the texels between dots
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vec4 blend_gap_mode(vec4 out_color)
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{
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if(out_color.a == 0.0)
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{
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// Check if our gap is horizontal or vertical
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bool is_gap_horizontal = is_gap(blur_coords_left, blur_coords_right);
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bool is_gap_vertical = is_gap(blur_coords_up, blur_coords_down);
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// When in a gap interesection, average the 4 diagonal dots
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if(is_gap_horizontal && is_gap_vertical)
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{
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// Set the current fragment alpha value to the average of alpha differences between neighboring texels
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out_color.a =
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(
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(clamped_coord_alpha(blur_coords_upleft) - out_color.a) +
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(clamped_coord_alpha(blur_coords_upright) - out_color.a) +
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(clamped_coord_alpha(blur_coords_downleft) - out_color.a) +
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(clamped_coord_alpha(blur_coords_downright) - out_color.a)
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) / 4;
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}
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// When in an horizontal gap, average the above and bellow texels
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else if(is_gap_horizontal)
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{
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out_color.a =
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(
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(clamped_coord_alpha(blur_coords_up) - out_color.a) +
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(clamped_coord_alpha(blur_coords_down) - out_color.a)
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) / 2;
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}
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// When in a vertical gap, average the left and right texels
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else if(is_gap_vertical)
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{
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out_color.a =
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(
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(clamped_coord_alpha(blur_coords_right) - out_color.a) +
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(clamped_coord_alpha(blur_coords_left) - out_color.a)
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) / 2;
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}
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// Modify the alpha value based on how high the "Neighbor Blending" parameter is set to
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out_color.a *= registers.adjacent_texel_alpha_blending;
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}
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return out_color;
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}
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// Blends all texels
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vec4 blend_all_mode(vec4 out_color)
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{
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// Average the alpha differences between neighboring texels, apply the parameter modifier, then sum the result to the current fragment alpha value
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out_color.a +=
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(
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(clamped_coord_alpha(blur_coords_up) - out_color.a) +
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(clamped_coord_alpha(blur_coords_down) - out_color.a) +
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(clamped_coord_alpha(blur_coords_right) - out_color.a) +
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(clamped_coord_alpha(blur_coords_left) - out_color.a)
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) / 4 * registers.adjacent_texel_alpha_blending;
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return out_color;
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}
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void main()
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{
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vec4 out_color = texture(Source, vTexCoord).rgba;
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if(registers.blending_mode == 1.0)
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FragColor = blend_all_mode(out_color);
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else
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FragColor = blend_gap_mode(out_color);
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}
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