mirror of
https://github.com/italicsjenga/slang-shaders.git
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101 lines
3 KiB
Plaintext
101 lines
3 KiB
Plaintext
#version 450
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/*
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Hyllian's erosion Shader
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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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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const float y_weight = 48.0;
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const float u_weight = 7.0;
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const float v_weight = 6.0;
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const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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const mat3 yuv_weighted = mat3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
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#define mul(c,d) (d*c)
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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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layout(location = 1) out vec4 t2;
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layout(location = 2) out vec4 t3;
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layout(location = 3) out vec4 t4;
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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 * 1.0001;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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t2 = vTexCoord.xxxy + vec4( -dx, 0., dx, -dy ); // A B C
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t3 = vTexCoord.xxxy + vec4( -dx, 0., dx, 0.); // D E F
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t4 = vTexCoord.xxxy + vec4( -dx, 0., dx, dy ); // G H I
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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 = 1) in vec4 t2;
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layout(location = 2) in vec4 t3;
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layout(location = 3) in vec4 t4;
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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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void main()
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{
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vec3 B = texture(Source, t2.yw).rgb;
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vec3 D = texture(Source, t3.xw).rgb;
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vec3 E = texture(Source, t3.yw).rgb;
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vec3 F = texture(Source, t3.zw).rgb;
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vec3 H = texture(Source, t4.yw).rgb;
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vec4 b = mul( mat4x3(B, D, H, F), yuv_weighted[0] );
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vec4 e = mul( mat4x3(E, E, E, E), yuv_weighted[0] );
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float di = min(min(b.x, b.y), min(b.z, min(b.w, e.x)));
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vec3 res = (di==b.x) ? B : (di==b.y) ? D : (di==b.z) ? H : (di==b.w) ? F : E;
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FragColor = vec4(res, 1.0);
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} |