mirror of
https://github.com/italicsjenga/slang-shaders.git
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109 lines
3 KiB
Plaintext
109 lines
3 KiB
Plaintext
#version 450
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/*
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Average Luminance Shader, Smart Smoothing Difference Shader
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Copyright (C) 2018-2019 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Thanks to HunterK for the mipmap hint. :D
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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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float STH;
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} params;
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#pragma parameter STH "Smart Smoothing Threshold" 0.7 0.4 1.2 0.05
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#define STH params.STH
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define SourceSize params.SourceSize
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#define InputSize SourceSize
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#define TEX0 vTexCoord
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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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#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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0001;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D WhitePointPass;
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#define PassPrev2Texture WhitePointPass
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float df (vec3 A, vec3 B)
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{
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float diff = length(A-B);
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float luma = clamp(length(0.5*min(A,B) + 0.25*(A+B) + 1e-8), 0.0001, 1.0);
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float diff1 = diff/luma;
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return 1.0 - clamp(7.0*(max(1.5*diff,diff1)-STH), 0.0, 0.9999);
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}
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void main()
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{
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float xtotal = floor(InputSize.x/64.0);
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float ytotal = floor(InputSize.y/64.0);
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float ltotal = 0.0;
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vec2 dx = vec2(SourceSize.z, 0.0)*64.0;
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vec2 dy = vec2(0.0, SourceSize.w)*64.0;
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vec2 offset = 0.25*(dx+dy);
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for (float i = 0.0; i <= xtotal; i++)
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{
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for (float j = 0.0; j <= ytotal; j++)
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{
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ltotal+= max(0.25, length(textureLod(Source, i*dx + j*dy + offset, 6.0).rgb));
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}
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}
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ltotal = 0.577350269 * ltotal / ((xtotal+1.0)*(ytotal+1.0));
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dx = vec2(SourceSize.z, 0.0);
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dy = vec2(0.0, SourceSize.w);
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vec3 l1 = COMPAT_TEXTURE(PassPrev2Texture, TEX0.xy -dx).xyz;
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vec3 ct = COMPAT_TEXTURE(PassPrev2Texture, TEX0.xy ).xyz;
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vec3 r1 = COMPAT_TEXTURE(PassPrev2Texture, TEX0.xy +dx).xyz;
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vec3 t1 = COMPAT_TEXTURE(PassPrev2Texture, TEX0.xy -dy).xyz;
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vec3 b1 = COMPAT_TEXTURE(PassPrev2Texture, TEX0.xy +dy).xyz;
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float dl = df(ct, l1);
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float dr = df(ct, r1);
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float dt = df(ct, t1);
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float db = df(ct, b1);
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float resx = dl; float resy = dr; float resz = floor(9.0*dt)/10.0 + floor(9.0*db)/100.0;
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FragColor = vec4(resx,resy,resz,pow(ltotal, 0.65));
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} |