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https://github.com/italicsjenga/slang-shaders.git
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64 lines
1.5 KiB
Plaintext
64 lines
1.5 KiB
Plaintext
#version 450
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/*
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SNES Hires Blend Fix
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by OV2, Sp00kyFox, hunterk
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Filter: Nearest
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Scale: 1x
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The original shader has the problem that it blends every horizontal pair of adjacent pixels where it should only blend pairwise disjointed pixel pairs instead.
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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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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 t1;
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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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vec2 ps = params.SourceSize.zw;
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float dx = ps.x;
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float dy = ps.y;
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t1 = vTexCoord.xxxy + vec4( -dx, 0., dx, 0.); // L, C, R
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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 t1;
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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 c = texture(Source, t1.yw).xyz;
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vec3 final;
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if (params.SourceSize.x < 500.0) final = c;
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else
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{
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// pixel location
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float fp = round(fract(0.5*vTexCoord.x*params.SourceSize.x));
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// reading the texels
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vec3 l = texture(Source, t1.xw).xyz;
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vec3 r = texture(Source, t1.zw).xyz;
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// output
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final = (((l.x == c.x)||(r.x == c.x))&&((l.y == c.y)||(r.y == c.y))&&((l.z == c.z)||(r.z == c.z))) ? c : (fp > 0.5 ? mix(c,r,0.5) : mix(c,l,0.5));
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}
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FragColor = vec4(final, 1.0);
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} |