mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
88 lines
2.1 KiB
Plaintext
88 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 minimum;
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float maximum;
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} params;
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#pragma parameter minimum "Edge Thresh Min" 0.05 0.0 1.0 0.01
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#pragma parameter maximum "Edge Thresh Max" 0.35 0.0 1.0 0.01
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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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float threshold(float thr1, float thr2 , float val) {
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val = (val < thr1) ? 0.0 : val;
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val = (val > thr2) ? 1.0 : val;
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return val;
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}
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// averaged pixel intensity from 3 color channels
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float avg_intensity(vec4 pix) {
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return dot(pix.rgb, vec3(0.2126, 0.7152, 0.0722));
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}
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vec4 get_pixel(sampler2D tex, vec2 coords, float dx, float dy) {
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return texture(tex, coords + vec2(dx, dy));
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}
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// returns pixel color
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float IsEdge(sampler2D tex, vec2 coords){
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float dxtex = params.SourceSize.z;
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float dytex = params.SourceSize.w;
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float pix[9];
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int k = -1;
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float delta;
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// read neighboring pixel intensities
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for (int i=-1; i<2; i++) {
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for(int j=-1; j<2; j++) {
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k++;
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pix[k] = avg_intensity(get_pixel(tex, coords, float(i) * dxtex,
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float(j) * dytex));
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}
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}
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// average color differences around neighboring pixels
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delta = (abs(pix[1]-pix[7])+
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abs(pix[5]-pix[3]) +
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abs(pix[0]-pix[8])+
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abs(pix[2]-pix[6])
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)/4.;
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return threshold(params.minimum, params.maximum,clamp(delta,0.0,1.0));
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}
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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 Original;
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layout(set = 0, binding = 4) uniform sampler2D Sharp;
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layout(set = 0, binding = 5) uniform sampler2D Smooth;
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void main()
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{
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float test = IsEdge(Original, vTexCoord);
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vec4 hybrid = vec4(0.0);
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hybrid = (test > 0.01) ? texture(Sharp, vTexCoord) : texture(Smooth, vTexCoord);
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FragColor = hybrid;
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} |