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88 lines
2.2 KiB
Plaintext
88 lines
2.2 KiB
Plaintext
#version 450
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// 8x8 Bayer matrix dithering
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// by Martins Upitis
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// license: "All the content here is and will be free to use for everyone, but a donation is always nice."
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// url: http://devlog-martinsh.blogspot.com/2011/03/glsl-8x8-bayer-matrix-dithering.html
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// adapted for RetroArch by hunterk
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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 animate;
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float dither_size;
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} params;
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#pragma parameter animate "Dithering Animation" 0.0 0.0 1.0 1.0
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#pragma parameter dither_size "Dither Size" 0.0 0.0 0.95 0.05
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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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float find_closest(int x, int y, float c0)
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{
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int dither[8][8] = {
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{ 0, 32, 8, 40, 2, 34, 10, 42}, /* 8x8 Bayer ordered dithering */
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{48, 16, 56, 24, 50, 18, 58, 26}, /* pattern. Each input pixel */
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{12, 44, 4, 36, 14, 46, 6, 38}, /* is scaled to the 0..63 range */
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{60, 28, 52, 20, 62, 30, 54, 22}, /* before looking in this table */
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{ 3, 35, 11, 43, 1, 33, 9, 41}, /* to determine the action. */
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{51, 19, 59, 27, 49, 17, 57, 25},
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{15, 47, 7, 39, 13, 45, 5, 37},
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{63, 31, 55, 23, 61, 29, 53, 21} };
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float limit = 0.0;
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if(x < 8)
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{
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limit = (dither[x][y]+1)/64.0;
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}
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if(c0 < limit)
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return 0.0;
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return 1.0;
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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 * 1.00001;
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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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float Scale = 3.0 + mod(2.0 * params.FrameCount, 32.0) * params.animate + params.dither_size;
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vec4 lum = vec4(0.299, 0.587, 0.114, 0);
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float grayscale = dot(texture(Source, vTexCoord), lum);
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vec3 rgb = texture(Source, vTexCoord).rgb;
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vec2 xy = (vTexCoord * params.OutputSize.xy) * Scale;
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int x = int(mod(xy.x, 8));
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int y = int(mod(xy.y, 8));
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vec3 finalRGB;
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finalRGB.r = find_closest(x, y, rgb.r);
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finalRGB.g = find_closest(x, y, rgb.g);
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finalRGB.b = find_closest(x, y, rgb.b);
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float final = find_closest(x, y, grayscale);
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FragColor = vec4(finalRGB, 1.0);
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}
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