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/
88 lines
2.8 KiB
Plaintext
88 lines
2.8 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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float SCANLINE_BASE_BRIGHTNESS;
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float SCANLINE_HORIZONTAL_MODULATION;
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float SCANLINE_VERTICAL_MODULATION;
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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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/*
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Author: rsn8887 (based on TheMaister)
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License: Public domain
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This is an integer prescale filter that should be combined
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with a bilinear hardware filtering (GL_BILINEAR filter or some such) to achieve
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a smooth scaling result with minimum blur. This is good for pixelgraphics
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that are scaled by non-integer factors.
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The prescale factor and texel coordinates are precalculated
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in the vertex shader for speed.
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*/
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// Parameter lines go here:
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#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.60 0.0 1.0 0.01
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#pragma parameter SCANLINE_HORIZONTAL_MODULATION "Scanline Horizontal Modulation" 0.0 0.0 2.00 0.01
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#pragma parameter SCANLINE_VERTICAL_MODULATION "Scanline Vertical Modulation" 0.75 0.0 2.0 0.01
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#define pi 3.141592654
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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 precalc_texel;
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layout(location = 2) out vec2 precalc_scale;
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layout(location = 3) out vec2 omega;
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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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omega = vec2(2.0 * pi * params.SourceSize.x, 2.0 * pi * params.SourceSize.y);
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precalc_scale = max(floor(params.OutputSize.xy / params.SourceSize.xy), vec2(1.0, 1.0));
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precalc_texel = vTexCoord * params.SourceSize.xy;
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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 precalc_texel;
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layout(location = 2) in vec2 precalc_scale;
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layout(location = 3) in vec2 omega;
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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 texel = precalc_texel;
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vec2 scale = precalc_scale;
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vec2 texel_floored = floor(texel);
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vec2 s = fract(texel);
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vec2 region_range = 0.5 - 0.5 / scale;
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// Figure out where in the texel to sample to get correct pre-scaled bilinear.
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// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
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vec2 center_dist = s - 0.5;
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vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
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vec2 mod_texel = texel_floored + f;
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vec3 res = texture(Source, mod_texel / params.SourceSize.xy).xyz;
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// thick scanlines (thickness pre-calculated in vertex shader based on source resolution)
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vec2 sine_comp = vec2(params.SCANLINE_HORIZONTAL_MODULATION, params.SCANLINE_VERTICAL_MODULATION);
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vec3 scanline = res * (params.SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
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FragColor = vec4(scanline.rgb, 1.0);
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}
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