mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-29 19:01:31 +11:00
119 lines
3.6 KiB
Plaintext
119 lines
3.6 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
3x3 Median optimized for GeForce 8800
|
|
|
|
Morgan McGuire and Kyle Whitson
|
|
Williams College
|
|
|
|
Register allocation tips by Victor Huang Xiaohuang
|
|
University of Illinois at Urbana-Champaign
|
|
|
|
http://graphics.cs.williams.edu
|
|
|
|
|
|
Copyright (c) Morgan McGuire and Williams College, 2006
|
|
All rights reserved.
|
|
|
|
Redistribution and use in source and binary forms, with or without
|
|
modification, are permitted provided that the following conditions are
|
|
met:
|
|
|
|
Redistributions of source code must retain the above copyright notice,
|
|
this list of conditions and the following disclaimer.
|
|
|
|
Redistributions in binary form must reproduce the above copyright
|
|
notice, this list of conditions and the following disclaimer in the
|
|
documentation and/or other materials provided with the distribution.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#define s2(a, b) temp = a; a = min(a, b); b = max(temp, b);
|
|
#define mn3(a, b, c) s2(a, b); s2(a, c);
|
|
#define mx3(a, b, c) s2(b, c); s2(a, c);
|
|
|
|
#define mnmx3(a, b, c) mx3(a, b, c); s2(a, b); // 3 exchanges
|
|
#define mnmx4(a, b, c, d) s2(a, b); s2(c, d); s2(a, c); s2(b, d); // 4 exchanges
|
|
#define mnmx5(a, b, c, d, e) s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e); // 6 exchanges
|
|
#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out vec4 t1;
|
|
layout(location = 2) out vec4 t2;
|
|
layout(location = 3) out vec4 t3;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
float dx = params.SourceSize.z;
|
|
float dy = params.SourceSize.w;
|
|
|
|
t1 = vTexCoord.xxxy + vec4(-dx, 0, dx, -dy);
|
|
t2 = vTexCoord.xxxy + vec4(-dx, 0, dx, 0);
|
|
t3 = vTexCoord.xxxy + vec4(-dx, 0, dx, dy);
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec4 t1;
|
|
layout(location = 2) in vec4 t2;
|
|
layout(location = 3) in vec4 t3;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
vec3 v[6];
|
|
|
|
v[0] = texture(Source, t1.xw).rgb;
|
|
v[1] = texture(Source, t1.yw).rgb;
|
|
v[2] = texture(Source, t1.zw).rgb;
|
|
v[3] = texture(Source, t2.xw).rgb;
|
|
v[4] = texture(Source, t2.yw).rgb;
|
|
v[5] = texture(Source, t2.zw).rgb;
|
|
|
|
// Starting with a subset of size 6, remove the min and max each time
|
|
vec3 temp;
|
|
mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
|
|
|
|
v[5] = texture(Source, t3.xw).rgb;
|
|
|
|
mnmx5(v[1], v[2], v[3], v[4], v[5]);
|
|
|
|
v[5] = texture(Source, t3.yw).rgb;
|
|
|
|
mnmx4(v[2], v[3], v[4], v[5]);
|
|
|
|
v[5] = texture(Source, t3.zw).rgb;
|
|
|
|
mnmx3(v[3], v[4], v[5]);
|
|
FragColor = vec4(v[4], 1.0);
|
|
} |