mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-28 18:31:31 +11:00
83 lines
2.1 KiB
Plaintext
83 lines
2.1 KiB
Plaintext
#version 450
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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 postfilter_taps, postfilter_chromacutoff;
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} params;
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// after mixing with the adaptive comb filter
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#pragma parameter postfilter_taps "Post-filter Taps" 15.0 1.0 30.0 1.0
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#define postfiltertaps int(params.postfilter_taps)
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#pragma parameter postfilter_chromacutoff "Post-filter Chroma Cutoff" 0.3 0.1 1.0 0.05
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#define postfilterchromacutoff params.postfilter_chromacutoff
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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 texCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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texCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texCoord;
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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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vec3 chroma_sample(vec2 shift) {
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vec2 coord = texCoord + params.SourceSize.zw*shift;
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if (coord.x < 0.0 || coord.x > 1.0) return vec3(0.0);
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return texture(Source, texCoord + params.SourceSize.zw*shift).xyz-vec3(0,0.5,0.5);
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}
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float sinc(float x) {
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x = max(abs(x),0.0001);
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return sin(x)/x;
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}
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void main()
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{
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const int width = postfiltertaps;
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const float bw_c = postfilterchromacutoff/3.0;
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const vec4 one = vec4(1.0);
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const float PI = 3.14159265359;
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const vec4 PI_6 = vec4(PI/6.0);
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float norm_c = 0.0;
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vec3 yiq = vec3(0.0);
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yiq.x = chroma_sample(vec2(0,0)).x;
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for (int i = -width/2; i <= width/2; i++) {
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// Hamming window
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const float alpha = 0.54;
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const float beta = 0.46;
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float window = alpha - beta * cos(2.0*PI/(width-1)*(width/2+i));
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float chromafilt = 2.0*bw_c*sinc(2.0*PI*bw_c*i);
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vec3 samp = chroma_sample(vec2(i,0));
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float filt = window*chromafilt;
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yiq.yz += samp.yz*vec2(filt);
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norm_c += filt;
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}
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yiq *= vec3(1.0, 1.0/norm_c, 1.0/norm_c);
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FragColor = vec4(dot(yiq, vec3(1.0, 0.946882, 0.623557)),
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dot(yiq, vec3(1.0,-0.274788,-0.635691)),
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dot(yiq, vec3(1.0,-1.108545, 1.709007)),
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0.0);
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}
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