slang-shaders/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang
Hyllian 797716b17a
Add gamma slider on checkerboard-dedither (#295)
* Add Retro-Tiles shaders

A shader designed for handheld and low res systems. It turns pixels into crisp tiles.

* Add box scaling

- Turn mandatory integer scaling;
- Add Overscan option.

* Fix gamma on retro-tiles shader

- Increased gamma from 2.2 to 2.7 for a better white balance.

* Add Gamma Slider to checkerboard-dedither

- Add Gamma Slider to checkerboard-dedither.

* Update checkerboard-dedither shaders

- Add new pattern recognitions;
- Add new option to mitigate false positives.
2022-09-15 07:41:16 -05:00

153 lines
4.9 KiB
Plaintext

#version 450
/*
Checkerboard Dedither - pass3
2011-2022 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float CD_MITIG_NEIGHBRS;
float CD_MITIG_LINES;
float CD_ADJUST_VIEW;
float UseGamma;
} params;
#pragma parameter CD_MITIG_NEIGHBRS " Mitigate Errors (neighbors)" 1.0 0.0 4.0 1.0
#pragma parameter CD_MITIG_LINES " Mitigate Errors (regions)" 0.0 0.0 1.0 1.0
#pragma parameter CD_ADJUST_VIEW " Adjust View" 0.0 0.0 1.0 1.0
#pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
#define CD_MITIG_NEIGHBRS params.CD_MITIG_NEIGHBRS
#define CD_MITIG_LINES params.CD_MITIG_LINES
#define CD_ADJUST_VIEW params.CD_ADJUST_VIEW
#define UseGamma params.UseGamma
#define OuputGamma (UseGamma+1.0)
#define GAMMA_OUT(color) pow(color, vec3(1.0 / OuputGamma, 1.0 / OuputGamma, 1.0 / OuputGamma))
#define PATTERN(A) step(Delta,A)
const float Delta = 0.000000001;
const vec3 Y = vec3( 0.299, 0.587, 0.114);
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;
layout(set = 0, binding = 3) uniform sampler2D LinearGamma;
void main()
{
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
// Reading the texels.
vec4 C = texture(Source, vTexCoord );
vec4 L = texture(Source, vTexCoord -dx );
vec4 R = texture(Source, vTexCoord +dx );
vec4 U = texture(Source, vTexCoord -dy);
vec4 D = texture(Source, vTexCoord +dy);
vec4 UL = texture(Source, vTexCoord -dx -dy);
vec4 UR = texture(Source, vTexCoord +dx -dy);
vec4 DL = texture(Source, vTexCoord -dx +dy);
vec4 DR = texture(Source, vTexCoord +dx +dy);
vec4 L2 = texture(Source, vTexCoord -2.0*dx );
vec4 R2 = texture(Source, vTexCoord +2.0*dx );
vec4 U2 = texture(Source, vTexCoord -2.0*dy);
vec4 D2 = texture(Source, vTexCoord +2.0*dy);
vec4 L3 = texture(Source, vTexCoord -3.0*dx );
vec4 R3 = texture(Source, vTexCoord +3.0*dx );
vec4 U3 = texture(Source, vTexCoord -3.0*dy);
vec4 D3 = texture(Source, vTexCoord +3.0*dy);
vec3 color = C.rgb;
vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
float count = 0.0;
float count2 = 0.0;
float count3 = 0.0;
// U3
// U2
// UL U UR
// L3 L2 L C R R2 R3
// DL D DR
// D2
// D3
count += PATTERN(L.a);
count += PATTERN(R.a);
count += PATTERN(U.a);
count += PATTERN(D.a);
count += PATTERN(UL.a*UR.a*DL.a*DR.a);
count2 += PATTERN(L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a);
count3 += PATTERN(L3.a*L2.a*L.a);
count3 += PATTERN(L2.a*L.a*R.a);
count3 += PATTERN(L.a*R.a*R2.a);
count3 += PATTERN(R.a*R2.a*R3.a);
count3 += PATTERN(U3.a*U2.a*U.a);
count3 += PATTERN(U2.a*U.a*D.a);
count3 += PATTERN(U.a*D.a*D2.a);
count3 += PATTERN(D.a*D2.a*D3.a);
if ((count < CD_MITIG_NEIGHBRS) && (count2 < 1.0))
color = oriC;
else if ((CD_MITIG_LINES == 1.0) && (count3 < 1.0))
color = oriC;
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
color = mix(color, vec3(luma_diff), CD_ADJUST_VIEW);
FragColor = vec4(GAMMA_OUT(color), 1.0);
}