mirror of
https://github.com/italicsjenga/slang-shaders.git
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c10a40e656
* update shaders that use Original to use a reference pass instead for append/prepend readiness * remove some extraneous files * fix super-xbr preset that was already broken apparently
72 lines
1.7 KiB
Plaintext
72 lines
1.7 KiB
Plaintext
#version 450
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/*
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Super-res shader - Shiandow
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Ported from Shiandow's code by Hyllian, 2016.
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This file is a part of MPDN Extensions.
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https://github.com/zachsaw/MPDN_Extensions
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3.0 of the License, or (at your option) any later version.
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This library 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 GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library.
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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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#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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layout(set = 0, binding = 3) uniform sampler2D diff_refpass;
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const vec3 Y = vec3(.2126, .7152, .0722);
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float RGBtoYUV(vec3 color)
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{
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return dot(color, Y);
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}
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void main()
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{
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vec2 tex = vTexCoord;
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vec4 c0 = texture(Source, tex);
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vec4 c1 = texture(diff_refpass, tex);
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FragColor = vec4(c0.xyz - c1.xyz, RGBtoYUV(c0.rgb));
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}
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