mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
319 lines
8.4 KiB
Plaintext
319 lines
8.4 KiB
Plaintext
#version 450
|
|
|
|
/**
|
|
* Practical Elliptical Texture Filtering on the GPU
|
|
* Copyright 2010-2011 Pavlos Mavridis, All rights reserved.
|
|
*
|
|
* Version: 0.6 - 12 / 7 / 2011 (DD/MM/YY)
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float warpX, warpY;
|
|
float DOTMASK_STRENGTH;
|
|
float maskDark;
|
|
float maskLight;
|
|
float shadowMask;
|
|
} params;
|
|
|
|
#pragma parameter warpX "EWA Curvature X-Axis" 0.031 0.0 0.125 0.01
|
|
#pragma parameter warpY "EWA Curvature Y-Axis" 0.041 0.0 0.125 0.01
|
|
vec2 Distortion = vec2(params.warpX, params.warpY) * 15.;
|
|
#pragma parameter shadowMask "Mask Style" 3.0 -1.0 5.0 1.0
|
|
#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.01
|
|
#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
|
|
#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
|
|
|
|
#define mod_factor vTexCoord.x * params.SourceSize.x * params.OutputSize.x / params.SourceSize.x
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
//{========= TEXTURE FILTERING (EWA) PARAMETERS =========
|
|
#define MAX_ECCENTRICITY 1
|
|
#define FILTER_WIDTH 0.8
|
|
#define FILTER_SHARPNESS 1.0
|
|
#define TEXELS_PER_PIXEL 1.0
|
|
#define TEXEL_LIMIT 32
|
|
#define FILTER_FUNC gaussFilter
|
|
//}======================================================
|
|
|
|
#define M_PI 3.14159265358979323846
|
|
|
|
#define SourceImage Source
|
|
|
|
//{========================= FILTER FUNCTIONS =======================
|
|
// We only use the Gaussian filter function. The other filters give
|
|
// very similar results.
|
|
|
|
float boxFilter(float r2){
|
|
return 1.0;
|
|
}
|
|
|
|
float gaussFilter(float r2){
|
|
float alpha = FILTER_SHARPNESS;
|
|
return exp(-alpha * r2);
|
|
}
|
|
|
|
float triFilter(float r2){
|
|
float alpha = FILTER_SHARPNESS;
|
|
float r= sqrt(r2);
|
|
return max(0, 1.-r);///alpha);
|
|
}
|
|
|
|
float sinc(float x){
|
|
return sin(M_PI*x)/(M_PI*x);
|
|
}
|
|
|
|
float lanczosFilter(float r2){
|
|
if (r2==0)
|
|
return 1.;
|
|
float r= sqrt(r2);
|
|
return sinc(r)*sinc(r/1.3);
|
|
}
|
|
|
|
//catmull-rom filter
|
|
float crFilter(float r2){
|
|
float r = sqrt(r2);
|
|
return (r>=2.)?.0:(r<1.)?(3.*r*r2-5.*r2+2.):(-r*r2+5.*r2-8*r+4.);
|
|
}
|
|
|
|
float quadraticFilter(float r2){
|
|
float a = FILTER_SHARPNESS;
|
|
return 1.0 - r2/(a*a);
|
|
}
|
|
|
|
float cubicFilter(float r2){
|
|
float a = FILTER_SHARPNESS;
|
|
float r = sqrt(r2);
|
|
return 1.0 - 3*r2/(a*a) + 2*r*r2/(a*a*a);
|
|
}
|
|
|
|
//}
|
|
|
|
//==================== EWA ( reference / 2-tex / 4-tex) ====================
|
|
|
|
/**
|
|
* EWA filter
|
|
* Adapted from an ANSI C implementation from Matt Pharr
|
|
*/
|
|
vec4 ewaFilter(sampler2D Source, vec2 p0, vec2 du, vec2 dv, int scale){
|
|
|
|
vec4 foo = texture(Source,p0);
|
|
|
|
//don't bother with elliptical filtering if the scale is very small
|
|
if(scale<2)
|
|
return foo;
|
|
|
|
p0 -=vec2(0.5,0.5)/scale;
|
|
vec2 p = scale * p0;
|
|
|
|
float ux = FILTER_WIDTH * du.s * scale;
|
|
float vx = FILTER_WIDTH * du.t * scale;
|
|
float uy = FILTER_WIDTH * dv.s * scale;
|
|
float vy = FILTER_WIDTH * dv.t * scale;
|
|
|
|
// compute ellipse coefficients
|
|
// A*x*x + B*x*y + C*y*y = F.
|
|
float A = vx*vx+vy*vy+1;
|
|
float B = -2*(ux*vx+uy*vy);
|
|
float C = ux*ux+uy*uy+1;
|
|
float F = A*C-B*B/4.;
|
|
|
|
// Compute the ellipse's (u,v) bounding box in texture space
|
|
float bbox_du = 2. / (-B*B+4.0*C*A) * sqrt((-B*B+4.0*C*A)*C*F);
|
|
float bbox_dv = 2. / (-B*B+4.0*C*A) * sqrt(A*(-B*B+4.0*C*A)*F);
|
|
|
|
//the ellipse bbox
|
|
int u0 = int(floor(p.s - bbox_du));
|
|
int u1 = int(ceil (p.s + bbox_du));
|
|
int v0 = int(floor(p.t - bbox_dv));
|
|
int v1 = int(ceil (p.t + bbox_dv));
|
|
|
|
// Heckbert MS thesis, p. 59; scan over the bounding box of the ellipse
|
|
// and incrementally update the value of Ax^2+Bxy*Cy^2; when this
|
|
// value, q, is less than F, we're inside the ellipse so we filter
|
|
// away..
|
|
vec4 num= vec4(0., 0., 0., 1.);
|
|
float den = 0;
|
|
float ddq = 2 * A;
|
|
float U = u0 - p.s;
|
|
|
|
for (int v = v0; v <= v1; ++v) {
|
|
float V = v - p.t;
|
|
float dq = A*(2*U+1) + B*V;
|
|
float q = (C*V + B*U)*V + A*U*U;
|
|
|
|
for (int u = u0; u <= u1; ++u) {
|
|
if (q < F)
|
|
{
|
|
float r2 = q / F;
|
|
float weight = FILTER_FUNC(r2);
|
|
|
|
num += weight* texture(Source, vec2(u+0.5,v+0.5)/scale);
|
|
den += weight;
|
|
}
|
|
q += dq;
|
|
dq += ddq;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
vec4 color = num*(1./den);
|
|
return color;
|
|
}
|
|
|
|
vec4 texture2DEWA(sampler2D tex, vec2 coords){
|
|
|
|
vec2 du = dFdx(coords);
|
|
vec2 dv = dFdy(coords);
|
|
|
|
int scale = textureSize(tex, 0).x;
|
|
|
|
return ewaFilter(tex, coords, du, dv, scale );
|
|
|
|
}
|
|
|
|
vec2 Warp(vec2 texCoord){
|
|
vec2 curvedCoords = texCoord * 2.0 - 1.0;
|
|
float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y);
|
|
|
|
curvedCoords = curvedCoords / curvedCoordsDistance;
|
|
|
|
curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+Distortion*0.2))));
|
|
|
|
curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+Distortion*0.2))));
|
|
|
|
curvedCoords = curvedCoords * 0.5 + 0.5;
|
|
return curvedCoords;
|
|
}
|
|
|
|
// Lottes' public domain mask code
|
|
// Shadow mask.
|
|
vec3 Mask(vec2 pos){
|
|
vec3 mask=vec3(params.maskDark,params.maskDark,params.maskDark);
|
|
|
|
// Very compressed TV style shadow mask.
|
|
if (params.shadowMask == 1.0) {
|
|
float line=params.maskLight;
|
|
float odd=0.0;
|
|
if(fract(pos.x/6.0)<0.5)odd=1.0;
|
|
if(fract((pos.y+odd)/2.0)<0.5)line=params.maskDark;
|
|
pos.x=fract(pos.x/3.0);
|
|
|
|
if(pos.x<0.333)mask.r=params.maskLight;
|
|
else if(pos.x<0.666)mask.g=params.maskLight;
|
|
else mask.b=params.maskLight;
|
|
mask*=line;
|
|
}
|
|
|
|
// Aperture-grille.
|
|
else if (params.shadowMask == 2.0) {
|
|
pos.x=fract(pos.x/3.0);
|
|
|
|
if(pos.x<0.333)mask.r=params.maskLight;
|
|
else if(pos.x<0.666)mask.g=params.maskLight;
|
|
else mask.b=params.maskLight;
|
|
}
|
|
|
|
// Stretched VGA style shadow mask (same as prior shaders).
|
|
else if (params.shadowMask == 3.0) {
|
|
pos.x+=pos.y*3.0;
|
|
pos.x=fract(pos.x/6.0);
|
|
|
|
if(pos.x<0.333)mask.r=params.maskLight;
|
|
else if(pos.x<0.666)mask.g=params.maskLight;
|
|
else mask.b=params.maskLight;
|
|
}
|
|
|
|
// VGA style shadow mask.
|
|
else if (params.shadowMask == 4.0) {
|
|
pos.xy=floor(pos.xy*vec2(1.0,0.5));
|
|
pos.x+=pos.y*3.0;
|
|
pos.x=fract(pos.x/6.0);
|
|
|
|
if(pos.x<0.333)mask.r=params.maskLight;
|
|
else if(pos.x<0.666)mask.g=params.maskLight;
|
|
else mask.b=params.maskLight;
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
// torridgristle's shadowmask code
|
|
const float Pi = 3.1415926536;
|
|
|
|
vec3 SinPhosphor(vec3 image)
|
|
{
|
|
float MaskR = sin(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.00000+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5;
|
|
float MaskG = sin(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*1.33333+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5;
|
|
float MaskB = sin(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.66667+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5;
|
|
|
|
vec3 Mask = vec3(MaskR,MaskG,MaskB);
|
|
|
|
Mask = min(Mask*2.0,1.0);
|
|
|
|
return vec3(Mask * image);
|
|
}
|
|
|
|
// cgwg's aperture grille
|
|
vec3 cgwg_mask(vec3 image)
|
|
{
|
|
float mask = 1.0 - params.DOTMASK_STRENGTH;
|
|
//Output pixels are alternately tinted green and magenta
|
|
vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
|
|
vec3(mask, 1.0, mask),
|
|
floor(mod(mod_factor, 2.0)));
|
|
return image * dotMaskWeights;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
FragColor = texture2DEWA(SourceImage, Warp(vTexCoord));
|
|
if(params.shadowMask < -0.5)
|
|
return;
|
|
else
|
|
{
|
|
if (params.shadowMask == 0.0)
|
|
{
|
|
FragColor.rgb = cgwg_mask(FragColor.rgb);
|
|
FragColor = vec4(FragColor.rgb, 1.0);
|
|
return;
|
|
}
|
|
else if (params.shadowMask == 5.0)
|
|
{
|
|
FragColor.rgb *= SinPhosphor(FragColor.rgb);
|
|
}
|
|
else
|
|
{
|
|
// Lottes mask needs linear gamma
|
|
FragColor.rgb = pow(FragColor.rgb, vec3(2.2));
|
|
FragColor.rgb *= Mask(floor(1.000001 * vTexCoord.xy * params.OutputSize.xy + vec2(0.5)));
|
|
}
|
|
FragColor = vec4(pow(FragColor.rgb, vec3(1.0/2.2)), 1.0);
|
|
}
|
|
}
|