mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
259ff81f4b
* Move initial batch of shaders and presets to smoothing subdirectory * Rename smoothing to edge enhancement * Move cubic and windowed into interpolation * Fix some presets * Fix rest of presets * Rename edge-enhancement to edge-smoothing * Move pixel art scalers into separate directory separate from 'interpolation' * Flatten interpolation/cubic into interpolation/
162 lines
4.4 KiB
Plaintext
162 lines
4.4 KiB
Plaintext
#version 450
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
|
|
const vec3 dt = vec3(65536.0,256.0,1.0);
|
|
|
|
|
|
float GET_RESULT(float A, float B, float C, float D)
|
|
{
|
|
return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D)));
|
|
}
|
|
|
|
|
|
float reduce(vec3 color)
|
|
{
|
|
return dot(color,dt);
|
|
}
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
/* Default Vertex shader */
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 FragCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
|
|
void main()
|
|
{
|
|
vec2 OGL2Size = params.SourceSize.xy;
|
|
vec2 OGL2InvSize = params.SourceSize.zw;
|
|
|
|
// Calculating texel coordinates
|
|
|
|
vec2 OGL2Pos = vTexCoord*OGL2Size.xy;
|
|
vec2 fp = fract(OGL2Pos);
|
|
vec2 dx = vec2(OGL2InvSize.x,0.0);
|
|
vec2 dy = vec2(0.0,OGL2InvSize.y);
|
|
vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y);
|
|
vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y);
|
|
|
|
vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize;
|
|
vec2 pC8 = pC4 + g1;
|
|
|
|
// Reading the texels
|
|
|
|
vec3 C0 = texture(Source,pC4-g1).xyz;
|
|
vec3 C1 = texture(Source,pC4-dy).xyz;
|
|
vec3 C2 = texture(Source,pC4-g2).xyz;
|
|
vec3 D3 = texture(Source,pC4-g2+dx).xyz;
|
|
vec3 C3 = texture(Source,pC4-dx).xyz;
|
|
vec3 C4 = texture(Source,pC4).xyz;
|
|
vec3 C5 = texture(Source,pC4+dx).xyz;
|
|
vec3 D4 = texture(Source,pC8-g2).xyz;
|
|
vec3 C6 = texture(Source,pC4+g2).xyz;
|
|
vec3 C7 = texture(Source,pC4+dy).xyz;
|
|
vec3 C8 = texture(Source,pC8).xyz;
|
|
vec3 D5 = texture(Source,pC8+dx).xyz;
|
|
vec3 D0 = texture(Source,pC4+g2+dy).xyz;
|
|
vec3 D1 = texture(Source,pC8+g2).xyz;
|
|
vec3 D2 = texture(Source,pC8+dy).xyz;
|
|
vec3 D6 = texture(Source,pC8+g1).xyz;
|
|
|
|
vec3 p00,p10,p01,p11;
|
|
|
|
float c0 = reduce(C0);float c1 = reduce(C1);
|
|
float c2 = reduce(C2);float c3 = reduce(C3);
|
|
float c4 = reduce(C4);float c5 = reduce(C5);
|
|
float c6 = reduce(C6);float c7 = reduce(C7);
|
|
float c8 = reduce(C8);float d0 = reduce(D0);
|
|
float d1 = reduce(D1);float d2 = reduce(D2);
|
|
float d3 = reduce(D3);float d4 = reduce(D4);
|
|
float d5 = reduce(D5);float d6 = reduce(D6);
|
|
|
|
/* Super2xSaI code */
|
|
/* Copied from the Dosbox source code */
|
|
/* Copyright (C) 2002-2007 The DOSBox Team */
|
|
/* License: GNU-GPL */
|
|
/* Adapted by guest(r) on 16.4.2007 */
|
|
|
|
|
|
if (c7 == c5 && c4 != c8) {
|
|
p11 = p01 = C7;
|
|
} else if (c4 == c8 && c7 != c5) {
|
|
p11 = p01 = C4;
|
|
} else if (c4 == c8 && c7 == c5) {
|
|
float r;
|
|
r = GET_RESULT(c5,c4,c6,d1);
|
|
r+= GET_RESULT(c5,c4,c3,c1);
|
|
r+= GET_RESULT(c5,c4,d2,d5);
|
|
r+= GET_RESULT(c5,c4,c2,d4);
|
|
|
|
if (r > 0.0)
|
|
p11 = p01 = C5;
|
|
else if (r < 0.0)
|
|
p11 = p01 = C4;
|
|
else {
|
|
p11 = p01 = 0.5*(C4+C5);
|
|
}
|
|
} else {
|
|
if (c5 == c8 && c8 == d1 && c7 != d2 && c8 != d0)
|
|
p11 = 0.25*(3.0*C8+C7);
|
|
else if (c4 == c7 && c7 == d2 && d1 != c8 && c7 != d6)
|
|
p11 = 0.25*(3.0*C7+C8);
|
|
else
|
|
p11 = 0.5*(C7+C8);
|
|
|
|
if (c5 == c8 && c5 == c1 && c4 != c2 && c5 != c0)
|
|
p01 = 0.25*(3.0*C5+C4);
|
|
else if (c4 == c7 && c4 == c2 && c1 != c5 && c4 != d3)
|
|
p01 = 0.25*(3.0*C4+C5);
|
|
else
|
|
p01 = 0.5*(C4+C5);
|
|
}
|
|
|
|
if (c4 == c8 && c7 != c5 && c3 == c4 && c4 != d2)
|
|
p10 = 0.5*(C7+C4);
|
|
else if (c4 == c6 && c5 == c4 && c3 != c7 && c4 != d0)
|
|
p10 = 0.5*(C7+C4);
|
|
else
|
|
p10 = C7;
|
|
|
|
if (c7 == c5 && c4 != c8 && c6 == c7 && c7 != c2)
|
|
p00 = 0.5*(C7+C4);
|
|
else if (c3 == c7 && c8 == c7 && c6 != c4 && c7 != c0)
|
|
p00 = 0.5*(C7+C4);
|
|
else
|
|
p00 = C4;
|
|
|
|
// Distributing the final products
|
|
|
|
vec3 color = 0.0.xxx;
|
|
|
|
if (fp.x < 0.50)
|
|
{ if (fp.y < 0.50) color = p00; else color = p10;}
|
|
else
|
|
{ if (fp.y < 0.50) color = p01; else color = p11;}
|
|
|
|
FragColor = vec4(color, 1.0);
|
|
}
|