mirror of
https://github.com/italicsjenga/slang-shaders.git
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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/
316 lines
15 KiB
Plaintext
316 lines
15 KiB
Plaintext
#version 450
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/*
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Hyllian's xBR MultiLevel4 Shader - Pass1
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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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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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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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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// compatibility macros
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#define mul(a,b) (b*a)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float3x3 mat3x3
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#define float4x3 mat4x3
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#define texture_size params.SourceSize
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#define video_size params.SourceSize
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#define output_size params.OutputSize
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#define round(X) floor((X)+0.5)
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#define TEX(dx,dy) texture(Source, vTexCoord+float2((dx),(dy))*t1).rgb
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const float cf2 = 2.0;
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const float cf3 = 4.0;
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const float cf4 = 4.0;
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const float4 eq_thresholdold= float4(15.0, 15.0, 15.0, 15.0);
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const float4 eq_threshold = float4( 2.0, 2.0, 2.0, 2.0);
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const float4 eq_threshold3 = float4(25.0, 25.0, 25.0, 25.0);
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const float3 Yuv_weight = float3(4.0, 1.0, 2.0);
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const float3x3 yuv = float3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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const float3x3 yuvT = float3x3(0.299, -0.169, 0.499,
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0.587, -0.331, -0.418,
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0.114, 0.499, -0.0813);
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const float3x3 yuv_weighted = float3x3(Yuv_weight.x*yuv[0], Yuv_weight.y*yuv[1], Yuv_weight.z*yuv[2]);
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const float4 maximo = float4(255.0, 255.0, 255.0, 255.0);
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float4 df(float4 A, float4 B)
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{
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return float4(abs(A-B));
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}
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bool4 rd(float4 A, float4 B, float4 C, float4 D)
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{
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return greaterThan((df(C,D)/(df(A,B)+0.000000001)) , vec4(2.,2.,2.,2.));
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}
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bool4 id(float4 A, float4 B, float4 C, float4 D)
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{
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return greaterThan(df(C,D) , df(A,B));
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}
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float4 remapTo01(float4 v, float4 high)
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{
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return (v/high);
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}
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bool4 eq(float4 A, float4 B)
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{
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return lessThan(df(A, B) , eq_threshold);
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}
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bool4 eq3(float4 A, float4 B)
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{
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return lessThan(df(A, B) , eq_threshold3);
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}
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float4 weighted_distance(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h)
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{
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return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
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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 t1;
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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 * 1.0004;
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float2 ps = float2(1.0/texture_size.x, 1.0/texture_size.y);
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float dx = ps.x;
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float dy = ps.y;
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// A3 B3 C3
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// A1 B1 C1
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//A2 A0 A B C C4 C6
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//D2 D0 D E F F4 F6
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//G2 G0 G H I I4 I6
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// G5 H5 I5
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// G7 H7 I7
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t1 = float2(dx, dy); // F H
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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 t1;
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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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bool4 edr0, edr, edr_left, edr_up, edr3_left, edr3_up, edr4_left, edr4_up; // edr = edge detection rule
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bool4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
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bool4 interp_restriction_lv3_left, interp_restriction_lv3_up;
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bool4 interp_restriction_lv4_left, interp_restriction_lv4_up;
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float3 A3=TEX(-1,-3); float3 B3=TEX( 0,-3); float3 C3=TEX( 1,-3);
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float3 A1=TEX(-1,-2); float3 B1=TEX( 0,-2); float3 C1=TEX( 1,-2);
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float3 A2=TEX(-3,-1); float3 A0=TEX(-2,-1); float3 A =TEX(-1,-1);
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float3 B =TEX( 0,-1); float3 C =TEX( 1,-1); float3 C4=TEX( 2,-1); float3 C6=TEX( 3,-1);
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float3 D2=TEX(-3, 0); float3 D0=TEX(-2, 0); float3 D =TEX(-1, 0); float3 E =TEX( 0, 0);
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float3 F =TEX( 1, 0); float3 F4=TEX( 2, 0); float3 F6=TEX( 3, 0);
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float3 G2=TEX(-3, 1); float3 G0=TEX(-2, 1); float3 G =TEX(-1, 1); float3 H =TEX( 0, 1);
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float3 I =TEX( 1, 1); float3 I4=TEX( 2, 1); float3 I6=TEX( 3, 1);
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float3 G5=TEX(-1, 2); float3 H5=TEX( 0, 2); float3 I5=TEX( 1, 2);
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float3 G7=TEX(-1, 3); float3 H7=TEX( 0, 3); float3 I7=TEX( 1, 3);
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float4x3 bdhf = mul( float4x3(B, D, H, F), yuvT );
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bdhf = float4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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float4 b = mul( bdhf, Yuv_weight);
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bdhf = mul( float4x3(C, A, G, I), yuvT );
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bdhf = float4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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float4 c = mul( bdhf, Yuv_weight);
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bdhf = mul( float4x3(E, E, E, E), yuvT );
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bdhf = float4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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float4 e = mul( bdhf, Yuv_weight);
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float4 d = b.yzwx;
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float4 f = b.wxyz;
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float4 g = c.zwxy;
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float4 h = b.zwxy;
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float4 i = c.wxyz;
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bdhf = mul( float4x3(I4, C1, A0, G5), yuvT );
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bdhf = float4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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float4 i4 = mul( bdhf, Yuv_weight);
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bdhf = mul( float4x3(I5, C4, A1, G0), yuvT );
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bdhf = float4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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float4 i5 = mul( bdhf, Yuv_weight);
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bdhf = mul( float4x3(H5, F4, B1, D0), yuvT );
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bdhf = float4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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float4 h5 = mul( bdhf, Yuv_weight);
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float4 f4 = h5.yzwx;
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float4 c1 = i4.yzwx;
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float4 g0 = i5.wxyz;
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float4 b1 = h5.zwxy;
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float4 d0 = h5.wxyz;
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bdhf = mul( float4x3(I6, C3, A2, G7), yuvT );
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bdhf = float4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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float4 i6 = mul( bdhf, Yuv_weight);
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bdhf = mul( float4x3(I7, C6, A3, G2), yuvT );
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bdhf = float4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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float4 i7 = mul( bdhf, Yuv_weight);
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bdhf = mul( float4x3(H7, F6, B3, D2), yuvT );
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bdhf = float4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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float4 h7 = mul( bdhf, Yuv_weight);
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float4 f6 = h7.yzwx;
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float4 c3 = i6.yzwx;
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float4 g2 = i7.wxyz;
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float4 b3 = h7.zwxy;
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float4 d2 = h7.wxyz;
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// interp_restriction_lv1 = (e !=f && e !=h );
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interp_restriction_lv1.x = (e.x!=f.x && e.x!=h.x);
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interp_restriction_lv1.y = (e.y!=f.y && e.y!=h.y);
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interp_restriction_lv1.z = (e.z!=f.z && e.z!=h.z);
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interp_restriction_lv1.w = (e.w!=f.w && e.w!=h.w);
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// interp_restriction_lv2_left = (e !=g && d !=g && (eq(e, d) || eq(h, g) ));
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interp_restriction_lv2_left.x = (e.x!=g.x && d.x!=g.x && (eq(e, d).x || eq(h, g).x));
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interp_restriction_lv2_left.y = (e.y!=g.y && d.y!=g.y && (eq(e, d).y || eq(h, g).y));
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interp_restriction_lv2_left.z = (e.z!=g.z && d.z!=g.z && (eq(e, d).z || eq(h, g).z));
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interp_restriction_lv2_left.w = (e.w!=g.w && d.w!=g.w && (eq(e, d).w || eq(h, g).w));
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// interp_restriction_lv2_up = (e !=c && b !=c && (eq(e, b) || eq(f, c) ));
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interp_restriction_lv2_up.x = (e.x!=c.x && b.x!=c.x && (eq(e, b).x || eq(f, c).x));
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interp_restriction_lv2_up.y = (e.y!=c.y && b.y!=c.y && (eq(e, b).y || eq(f, c).y));
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interp_restriction_lv2_up.z = (e.z!=c.z && b.z!=c.z && (eq(e, b).z || eq(f, c).z));
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interp_restriction_lv2_up.w = (e.w!=c.w && b.w!=c.w && (eq(e, b).w || eq(f, c).w));
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// interp_restriction_lv3_left = (e !=g0 && d0 !=g0 && (eq(d,d0) || eq(g,g0) ));
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interp_restriction_lv3_left.x = (e.x!=g0.x && d0.x!=g0.x && (eq(d,d0).x || eq(g,g0).x));
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interp_restriction_lv3_left.y = (e.y!=g0.y && d0.y!=g0.y && (eq(d,d0).y || eq(g,g0).y));
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interp_restriction_lv3_left.z = (e.z!=g0.z && d0.z!=g0.z && (eq(d,d0).z || eq(g,g0).z));
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interp_restriction_lv3_left.w = (e.w!=g0.w && d0.w!=g0.w && (eq(d,d0).w || eq(g,g0).w));
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// interp_restriction_lv3_up = (e !=c1 && b1 !=c1 && (eq(b,b1) || eq(c,c1) ));
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interp_restriction_lv3_up.x = (e.x!=c1.x && b1.x!=c1.x && (eq(b,b1).x || eq(c,c1).x));
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interp_restriction_lv3_up.y = (e.y!=c1.y && b1.y!=c1.y && (eq(b,b1).y || eq(c,c1).y));
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interp_restriction_lv3_up.z = (e.z!=c1.z && b1.z!=c1.z && (eq(b,b1).z || eq(c,c1).z));
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interp_restriction_lv3_up.w = (e.w!=c1.w && b1.w!=c1.w && (eq(b,b1).w || eq(c,c1).w));
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// interp_restriction_lv4_left = (e !=g2 && d2 !=g2 && (eq(d0,d2) || eq(g0,g2) ));
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interp_restriction_lv4_left.x = (e.x!=g2.x && d2.x!=g2.x && (eq(d0,d2).x || eq(g0,g2).x));
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interp_restriction_lv4_left.y = (e.y!=g2.y && d2.y!=g2.y && (eq(d0,d2).y || eq(g0,g2).y));
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interp_restriction_lv4_left.z = (e.z!=g2.z && d2.z!=g2.z && (eq(d0,d2).z || eq(g0,g2).z));
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interp_restriction_lv4_left.w = (e.w!=g2.w && d2.w!=g2.w && (eq(d0,d2).w || eq(g0,g2).w));
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// interp_restriction_lv4_up = (e !=c3 && b3 !=c3 && (eq(b1,b3) || eq(c1,c3) ));
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interp_restriction_lv4_up.x = (e.x!=c3.x && b3.x!=c3.x && (eq(b1,b3).x || eq(c1,c3).x));
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interp_restriction_lv4_up.y = (e.y!=c3.y && b3.y!=c3.y && (eq(b1,b3).y || eq(c1,c3).y));
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interp_restriction_lv4_up.z = (e.z!=c3.z && b3.z!=c3.z && (eq(b1,b3).z || eq(c1,c3).z));
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interp_restriction_lv4_up.w = (e.w!=c3.w && b3.w!=c3.w && (eq(b1,b3).w || eq(c1,c3).w));
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float4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
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float4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
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// edr0 = (wd1 <= wd2 ) && interp_restriction_lv1;
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edr0.x = (wd1.x <= wd2.x) && interp_restriction_lv1.x;
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edr0.y = (wd1.y <= wd2.y) && interp_restriction_lv1.y;
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edr0.z = (wd1.z <= wd2.z) && interp_restriction_lv1.z;
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edr0.w = (wd1.w <= wd2.w) && interp_restriction_lv1.w;
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// edr = (wd1 < wd2 ) && interp_restriction_lv1 && ( !eq(f,b) && !id(f,c,f,b) || !eq(h,d) && !id(h,g,h,d) || eq(e,g) || eq(e,c) );
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edr.x = (wd1.x < wd2.x) && interp_restriction_lv1.x && ( !eq(f,b).x && !id(f,c,f,b).x || !eq(h,d).x && !id(h,g,h,d).x || eq(e,g).x || eq(e,c).x );
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edr.y = (wd1.y < wd2.y) && interp_restriction_lv1.y && ( !eq(f,b).y && !id(f,c,f,b).y || !eq(h,d).y && !id(h,g,h,d).y || eq(e,g).y || eq(e,c).y );
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edr.z = (wd1.z < wd2.z) && interp_restriction_lv1.z && ( !eq(f,b).z && !id(f,c,f,b).z || !eq(h,d).z && !id(h,g,h,d).z || eq(e,g).z || eq(e,c).z );
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edr.w = (wd1.w < wd2.w) && interp_restriction_lv1.w && ( !eq(f,b).w && !id(f,c,f,b).w || !eq(h,d).w && !id(h,g,h,d).w || eq(e,g).w || eq(e,c).w );
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// edr_left = ((cf2*df(f,g) ) <= df(h,c) ) && interp_restriction_lv2_left && edr;
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edr_left.x = ((cf2*df(f,g).x) <= df(h,c).x) && interp_restriction_lv2_left.x && edr.x;
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edr_left.y = ((cf2*df(f,g).y) <= df(h,c).y) && interp_restriction_lv2_left.y && edr.y;
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edr_left.z = ((cf2*df(f,g).z) <= df(h,c).z) && interp_restriction_lv2_left.z && edr.z;
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edr_left.w = ((cf2*df(f,g).w) <= df(h,c).w) && interp_restriction_lv2_left.w && edr.w;
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// edr_up = (df(f,g) >= (cf2*df(h,c) )) && interp_restriction_lv2_up && edr;
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edr_up.x = (df(f,g).x >= (cf2*df(h,c).x)) && interp_restriction_lv2_up.x && edr.x;
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edr_up.y = (df(f,g).y >= (cf2*df(h,c).y)) && interp_restriction_lv2_up.y && edr.y;
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edr_up.z = (df(f,g).z >= (cf2*df(h,c).z)) && interp_restriction_lv2_up.z && edr.z;
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edr_up.w = (df(f,g).w >= (cf2*df(h,c).w)) && interp_restriction_lv2_up.w && edr.w;
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// edr3_left = ((cf3*df(f,g0) ) <= df(h,c1) ) && interp_restriction_lv3_left && edr_left;
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edr3_left.x = ((cf3*df(f,g0).x) <= df(h,c1).x) && interp_restriction_lv3_left.x && edr_left.x;
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edr3_left.y = ((cf3*df(f,g0).y) <= df(h,c1).y) && interp_restriction_lv3_left.y && edr_left.y;
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edr3_left.w = ((cf3*df(f,g0).w) <= df(h,c1).w) && interp_restriction_lv3_left.w && edr_left.w;
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edr3_left.z = ((cf3*df(f,g0).z) <= df(h,c1).z) && interp_restriction_lv3_left.z && edr_left.z;
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// edr3_up = (df(f,g0) >= (cf3*df(h,c1) )) && interp_restriction_lv3_up && edr_up;
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edr3_up.x = (df(f,g0).x >= (cf3*df(h,c1).x)) && interp_restriction_lv3_up.x && edr_up.x;
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edr3_up.y = (df(f,g0).y >= (cf3*df(h,c1).y)) && interp_restriction_lv3_up.y && edr_up.y;
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edr3_up.w = (df(f,g0).w >= (cf3*df(h,c1).w)) && interp_restriction_lv3_up.w && edr_up.w;
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edr3_up.z = (df(f,g0).z >= (cf3*df(h,c1).z)) && interp_restriction_lv3_up.z && edr_up.z;
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// edr4_left = ((cf4*df(f,g2) ) <= df(h,c3) ) && interp_restriction_lv4_left && edr3_left;
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edr4_left.x = ((cf4*df(f,g2).x) <= df(h,c3).x) && interp_restriction_lv4_left.x && edr3_left.x;
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edr4_left.y = ((cf4*df(f,g2).y) <= df(h,c3).y) && interp_restriction_lv4_left.y && edr3_left.y;
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edr4_left.z = ((cf4*df(f,g2).z) <= df(h,c3).z) && interp_restriction_lv4_left.z && edr3_left.z;
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edr4_left.w = ((cf4*df(f,g2).w) <= df(h,c3).w) && interp_restriction_lv4_left.w && edr3_left.w;
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// edr4_up = (df(f,g2) >= (cf4*df(h,c3) )) && interp_restriction_lv4_up && edr3_up;
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edr4_up.x = (df(f,g2).x >= (cf4*df(h,c3).x)) && interp_restriction_lv4_up.x && edr3_up.x;
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edr4_up.y = (df(f,g2).y >= (cf4*df(h,c3).y)) && interp_restriction_lv4_up.y && edr3_up.y;
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edr4_up.z = (df(f,g2).z >= (cf4*df(h,c3).z)) && interp_restriction_lv4_up.z && edr3_up.z;
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edr4_up.w = (df(f,g2).w >= (cf4*df(h,c3).w)) && interp_restriction_lv4_up.w && edr3_up.w;
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vec4 info;
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// info = (edr4_left && !edr4_up ) ? float4(8.0) : ((edr4_up && !edr4_left ) ? float4(7.0) : ((edr3_left && !edr3_up ) ? float4(6.0) : ((edr3_up && !edr3_left ) ? float4(5.0) : ((edr_left && !edr_up ) ? float4(4.0) : ((edr_up && !edr_left ) ? float4(3.0) : (edr ? float4(2.0) : (edr0 ? float4(1.0) : float4(0.0))))))));
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info.x = (edr4_left.x && !edr4_up.x) ? float(8.0) : ((edr4_up.x && !edr4_left.x) ? float(7.0) : ((edr3_left.x && !edr3_up.x) ? float(6.0) : ((edr3_up.x && !edr3_left.x) ? float(5.0) : ((edr_left.x && !edr_up.x) ? float(4.0) : ((edr_up.x && !edr_left.x) ? float(3.0) : (edr.x ? float(2.0) : (edr0.x ? float(1.0) : float(0.0))))))));
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info.y = (edr4_left.y && !edr4_up.y) ? float(8.0) : ((edr4_up.y && !edr4_left.y) ? float(7.0) : ((edr3_left.y && !edr3_up.y) ? float(6.0) : ((edr3_up.y && !edr3_left.y) ? float(5.0) : ((edr_left.y && !edr_up.y) ? float(4.0) : ((edr_up.y && !edr_left.y) ? float(3.0) : (edr.y ? float(2.0) : (edr0.y ? float(1.0) : float(0.0))))))));
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info.z = (edr4_left.z && !edr4_up.z) ? float(8.0) : ((edr4_up.z && !edr4_left.z) ? float(7.0) : ((edr3_left.z && !edr3_up.z) ? float(6.0) : ((edr3_up.z && !edr3_left.z) ? float(5.0) : ((edr_left.z && !edr_up.z) ? float(4.0) : ((edr_up.z && !edr_left.z) ? float(3.0) : (edr.z ? float(2.0) : (edr0.z ? float(1.0) : float(0.0))))))));
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info.w = (edr4_left.w && !edr4_up.w) ? float(8.0) : ((edr4_up.w && !edr4_left.w) ? float(7.0) : ((edr3_left.w && !edr3_up.w) ? float(6.0) : ((edr3_up.w && !edr3_left.w) ? float(5.0) : ((edr_left.w && !edr_up.w) ? float(4.0) : ((edr_up.w && !edr_left.w) ? float(3.0) : (edr.w ? float(2.0) : (edr0.w ? float(1.0) : float(0.0))))))));
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FragColor = float4(remapTo01(info, maximo));
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}
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