mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
113 lines
3.5 KiB
Plaintext
113 lines
3.5 KiB
Plaintext
#version 450
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/*
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Author: Themaister
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License: Public domain
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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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float QUAD_INTERP_RESOLUTION_X;
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float QUAD_INTERP_RESOLUTION_Y;
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float QUAD_INTERP_SHARPNESS;
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} params;
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#pragma parameter QUAD_INTERP_RESOLUTION_X "QuadInterp Input Resolution X" 0.0 0.0 1920.0 1.0
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#pragma parameter QUAD_INTERP_RESOLUTION_Y "QuadInterp Input Resolution Y" 0.0 0.0 1920.0 1.0
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#pragma parameter QUAD_INTERP_SHARPNESS "QuadInterp Sharpness" 2.01 0.0 10.0 0.01
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#define QUAD_INTERP_RESOLUTION_X params.QUAD_INTERP_RESOLUTION_X
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#define QUAD_INTERP_RESOLUTION_Y params.QUAD_INTERP_RESOLUTION_Y
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#define QUAD_INTERP_SHARPNESS params.QUAD_INTERP_SHARPNESS
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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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define s0 Source
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#define tex vTexCoord
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#define QUAD_INTERP_RESOLUTION_X_DEF params.SourceSize.x
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#define QUAD_INTERP_RESOLUTION_Y_DEF params.SourceSize.y
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float3 quad_inter(float3 x0, float3 x1, float3 x2, float x)
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{
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float3 poly[3];
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poly[2] = 0.5 * x0 - x1 + 0.5*x2;
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poly[1] = -1.5 * x0 + 2.0 * x1 - 0.5*x2;
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poly[0] = x0;
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return poly[2] * x * x + poly[1] * x + poly[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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void main()
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{
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/* messy I know but we need to make it possible to have it default to input resolution x/y in case RESOLUTION_X is 0.0 */
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float2 texsize = float2(1.0/((QUAD_INTERP_RESOLUTION_X == 0) ? QUAD_INTERP_RESOLUTION_X_DEF : QUAD_INTERP_RESOLUTION_X), 1.0/((QUAD_INTERP_RESOLUTION_Y == 0) ? QUAD_INTERP_RESOLUTION_Y_DEF : QUAD_INTERP_RESOLUTION_Y));
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float dx = float(pow(QUAD_INTERP_SHARPNESS * texsize.x, -1.0));
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float dy = float(pow(QUAD_INTERP_SHARPNESS * texsize.y, -1.0));
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float3 c00 = tex2D(s0, tex + float2(-dx, -dy)).xyz;
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float3 c01 = tex2D(s0, tex + float2(-dx, 0)).xyz;
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float3 c02 = tex2D(s0, tex + float2(-dx, dy)).xyz;
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float3 c10 = tex2D(s0, tex + float2(0, -dy)).xyz;
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float3 c11 = tex2D(s0, tex + float2(0, 0)).xyz;
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float3 c12 = tex2D(s0, tex + float2(0, dy)).xyz;
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float3 c20 = tex2D(s0, tex + float2(dx, -dy)).xyz;
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float3 c21 = tex2D(s0, tex + float2(dx, 0)).xyz;
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float3 c22 = tex2D(s0, tex + float2(dx, dy)).xyz;
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float frac_amt_x = frac(tex.x * texsize.x);
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float frac_amt_y = frac(tex.y * texsize.y);
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float3 loval = quad_inter(c00, c10, c20, frac_amt_x + 0.5);
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float3 midval = quad_inter(c01, c11, c21, frac_amt_x + 0.5);
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float3 hival = quad_inter(c02, c12, c22, frac_amt_x + 0.5);
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float3 res = quad_inter(loval, midval, hival, frac_amt_y + 0.5);
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// Bilinear!
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// float3 first = lerp(c00, c20, frac(tex.x * texsize.x + 0.5));
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// float3 second = lerp(c02, c22, frac(tex.x * texsize.x + 0.5));
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// float3 res = lerp(first, second, frac(tex.y * texsize.y + 0.5));
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// OUT.color = float4(res, 1.0);
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FragColor = vec4(res, 1.0);
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} |