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/
56 lines
1.2 KiB
Plaintext
56 lines
1.2 KiB
Plaintext
#version 450
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//https://www.desmos.com/calculator/3zhzwbfrxd
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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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float sharpness;
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} params;
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#pragma parameter sharpness "Sharpness" 0.4 0.001 0.95 0.05
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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;
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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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vec2 f(vec2 x, float n) {
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float c = 2 / (1-params.sharpness) - 1;
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return pow(x,vec2(c)) / pow(n,c-1);
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}
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void main()
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{
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vec2 SStep = vTexCoord * params.SourceSize.xy + 0.5;
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vec2 SStepInt = floor(SStep);
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vec2 SStepFra = SStep - SStepInt;
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vec2 f0 = f(SStepFra,0.5);
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vec2 f2 = 1-f(1-SStepFra,0.5);
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SStep = ((mix(f0,f2,greaterThanEqual(SStepFra,vec2(0.5)))) + SStepInt - 0.5) * params.SourceSize.zw;
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FragColor = texture(Source, SStep);
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}
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