mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
259ff81f4b
* Move initial batch of shaders and presets to smoothing subdirectory * Rename smoothing to edge enhancement * Move cubic and windowed into interpolation * Fix some presets * Fix rest of presets * Rename edge-enhancement to edge-smoothing * Move pixel art scalers into separate directory separate from 'interpolation' * Flatten interpolation/cubic into interpolation/
162 lines
4.4 KiB
Plaintext
162 lines
4.4 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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} params;
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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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const vec3 dt = vec3(65536.0,256.0,1.0);
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float GET_RESULT(float A, float B, float C, float D)
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{
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return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D)));
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}
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float reduce(vec3 color)
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{
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return dot(color,dt);
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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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/* Default Vertex shader */
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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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}
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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 FragCoord;
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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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vec2 OGL2Size = params.SourceSize.xy;
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vec2 OGL2InvSize = params.SourceSize.zw;
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// Calculating texel coordinates
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vec2 OGL2Pos = vTexCoord*OGL2Size.xy;
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vec2 fp = fract(OGL2Pos);
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vec2 dx = vec2(OGL2InvSize.x,0.0);
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vec2 dy = vec2(0.0,OGL2InvSize.y);
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vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y);
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vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y);
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vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize;
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vec2 pC8 = pC4 + g1;
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// Reading the texels
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vec3 C0 = texture(Source,pC4-g1).xyz;
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vec3 C1 = texture(Source,pC4-dy).xyz;
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vec3 C2 = texture(Source,pC4-g2).xyz;
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vec3 D3 = texture(Source,pC4-g2+dx).xyz;
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vec3 C3 = texture(Source,pC4-dx).xyz;
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vec3 C4 = texture(Source,pC4).xyz;
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vec3 C5 = texture(Source,pC4+dx).xyz;
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vec3 D4 = texture(Source,pC8-g2).xyz;
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vec3 C6 = texture(Source,pC4+g2).xyz;
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vec3 C7 = texture(Source,pC4+dy).xyz;
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vec3 C8 = texture(Source,pC8).xyz;
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vec3 D5 = texture(Source,pC8+dx).xyz;
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vec3 D0 = texture(Source,pC4+g2+dy).xyz;
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vec3 D1 = texture(Source,pC8+g2).xyz;
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vec3 D2 = texture(Source,pC8+dy).xyz;
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vec3 D6 = texture(Source,pC8+g1).xyz;
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vec3 p00,p10,p01,p11;
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float c0 = reduce(C0);float c1 = reduce(C1);
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float c2 = reduce(C2);float c3 = reduce(C3);
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float c4 = reduce(C4);float c5 = reduce(C5);
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float c6 = reduce(C6);float c7 = reduce(C7);
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float c8 = reduce(C8);float d0 = reduce(D0);
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float d1 = reduce(D1);float d2 = reduce(D2);
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float d3 = reduce(D3);float d4 = reduce(D4);
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float d5 = reduce(D5);float d6 = reduce(D6);
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/* Super2xSaI code */
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/* Copied from the Dosbox source code */
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/* Copyright (C) 2002-2007 The DOSBox Team */
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/* License: GNU-GPL */
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/* Adapted by guest(r) on 16.4.2007 */
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if (c7 == c5 && c4 != c8) {
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p11 = p01 = C7;
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} else if (c4 == c8 && c7 != c5) {
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p11 = p01 = C4;
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} else if (c4 == c8 && c7 == c5) {
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float r;
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r = GET_RESULT(c5,c4,c6,d1);
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r+= GET_RESULT(c5,c4,c3,c1);
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r+= GET_RESULT(c5,c4,d2,d5);
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r+= GET_RESULT(c5,c4,c2,d4);
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if (r > 0.0)
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p11 = p01 = C5;
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else if (r < 0.0)
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p11 = p01 = C4;
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else {
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p11 = p01 = 0.5*(C4+C5);
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}
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} else {
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if (c5 == c8 && c8 == d1 && c7 != d2 && c8 != d0)
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p11 = 0.25*(3.0*C8+C7);
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else if (c4 == c7 && c7 == d2 && d1 != c8 && c7 != d6)
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p11 = 0.25*(3.0*C7+C8);
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else
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p11 = 0.5*(C7+C8);
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if (c5 == c8 && c5 == c1 && c4 != c2 && c5 != c0)
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p01 = 0.25*(3.0*C5+C4);
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else if (c4 == c7 && c4 == c2 && c1 != c5 && c4 != d3)
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p01 = 0.25*(3.0*C4+C5);
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else
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p01 = 0.5*(C4+C5);
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}
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if (c4 == c8 && c7 != c5 && c3 == c4 && c4 != d2)
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p10 = 0.5*(C7+C4);
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else if (c4 == c6 && c5 == c4 && c3 != c7 && c4 != d0)
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p10 = 0.5*(C7+C4);
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else
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p10 = C7;
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if (c7 == c5 && c4 != c8 && c6 == c7 && c7 != c2)
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p00 = 0.5*(C7+C4);
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else if (c3 == c7 && c8 == c7 && c6 != c4 && c7 != c0)
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p00 = 0.5*(C7+C4);
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else
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p00 = C4;
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// Distributing the final products
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vec3 color = 0.0.xxx;
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if (fp.x < 0.50)
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{ if (fp.y < 0.50) color = p00; else color = p10;}
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else
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{ if (fp.y < 0.50) color = p01; else color = p11;}
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FragColor = vec4(color, 1.0);
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}
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