mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
119 lines
4.2 KiB
Plaintext
119 lines
4.2 KiB
Plaintext
#version 450
|
|
|
|
/* Ported by Hyllian and hunterk - 2015 / 2017 */
|
|
|
|
// Copyright (c) 2015-2017, bacondither
|
|
// All rights reserved.
|
|
//
|
|
// Redistribution and use in source and binary forms, with or without
|
|
// modification, are permitted provided that the following conditions
|
|
// are met:
|
|
// 1. Redistributions of source code must retain the above copyright
|
|
// notice, this list of conditions and the following disclaimer
|
|
// in this position and unchanged.
|
|
// 2. Redistributions in binary form must reproduce the above copyright
|
|
// notice, this list of conditions and the following disclaimer in the
|
|
// documentation and/or other materials provided with the distribution.
|
|
//
|
|
// THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
|
|
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
// First pass, MUST BE PLACED IMMEDIATELY BEFORE THE SECOND PASS IN THE CHAIN
|
|
|
|
// Adaptive sharpen - version 2017-04-11 - (requires ps >= 3.0)
|
|
// Tuned for use post-resize, EXPECTS FULL RANGE GAMMA LIGHT
|
|
|
|
// Compatibility defines:
|
|
#define mul(a,b) (b*a)
|
|
#define saturate(c) clamp(c, 0.0, 1.0)
|
|
|
|
//-------------------------------------------------------------------------------------------------
|
|
#define w_offset 1.0 // Edge channel offset, must be the same in all passes
|
|
//-------------------------------------------------------------------------------------------------
|
|
|
|
// Get destination pixel values
|
|
#define get(x,y) ( saturate(texture(Source, coord + vec2(x*(px), y*(py))).rgb) )
|
|
|
|
// Component-wise distance
|
|
#define b_diff(pix) ( abs(blur - c[pix]) )
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
} params;
|
|
|
|
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;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
vec4 frag_op(sampler2D Source, vec2 coord, float px, float py)
|
|
{
|
|
// Get points and clip out of range values (BTB & WTW)
|
|
// [ c9 ]
|
|
// [ c1, c2, c3 ]
|
|
// [ c10, c4, c0, c5, c11 ]
|
|
// [ c6, c7, c8 ]
|
|
// [ c12 ]
|
|
vec3 c[13] = { get( 0, 0), get(-1,-1), get( 0,-1), get( 1,-1), get(-1, 0),
|
|
get( 1, 0), get(-1, 1), get( 0, 1), get( 1, 1), get( 0,-2),
|
|
get(-2, 0), get( 2, 0), get( 0, 2) };
|
|
|
|
// Blur, gauss 3x3
|
|
vec3 blur = (2.*(c[2]+c[4]+c[5]+c[7]) + (c[1]+c[3]+c[6]+c[8]) + 4.*c[0])/16.;
|
|
float blur_Y = (blur.r/3. + blur.g/3. + blur.b/3.);
|
|
|
|
// Contrast compression, center = 0.5, scaled to 1/3
|
|
float c_comp = saturate(0.266666681 + 0.9*exp2(-7.4*blur_Y));
|
|
|
|
// Edge detection
|
|
// Relative matrix weights
|
|
// [ 1, ]
|
|
// [ 4, 5, 4 ]
|
|
// [ 1, 5, 6, 5, 1 ]
|
|
// [ 4, 5, 4 ]
|
|
// [ 1 ]
|
|
float edge = length( 1.38*(b_diff(0))
|
|
+ 1.15*(b_diff(2) + b_diff(4) + b_diff(5) + b_diff(7))
|
|
+ 0.92*(b_diff(1) + b_diff(3) + b_diff(6) + b_diff(8))
|
|
+ 0.23*(b_diff(9) + b_diff(10) + b_diff(11) + b_diff(12)) );
|
|
|
|
return vec4( (texture(Source, coord).rgb), (edge*c_comp + w_offset) );
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 tex = vTexCoord;
|
|
|
|
float px = 1.0 / params.SourceSize.x;
|
|
float py = 1.0 / params.SourceSize.y;
|
|
|
|
FragColor = vec4(frag_op(Source, tex, px, py));
|
|
} |