mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +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/
85 lines
2 KiB
Plaintext
85 lines
2 KiB
Plaintext
#version 450
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
} 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;
|
|
|
|
void weights(out vec4 x, out vec4 y, vec2 t)
|
|
{
|
|
vec2 t2 = t * t;
|
|
vec2 t3 = t2 * t;
|
|
|
|
vec4 xs = vec4(1.0, t.x, t2.x, t3.x);
|
|
vec4 ys = vec4(1.0, t.y, t2.y, t3.y);
|
|
|
|
const vec4 p0 = vec4(+0.0, -0.5, +1.0, -0.5);
|
|
const vec4 p1 = vec4(+1.0, 0.0, -2.5, +1.5);
|
|
const vec4 p2 = vec4(+0.0, +0.5, +2.0, -1.5);
|
|
const vec4 p3 = vec4(+0.0, 0.0, -0.5, +0.5);
|
|
|
|
x = vec4(dot(xs, p0), dot(xs, p1), dot(xs, p2), dot(xs, p3));
|
|
y = vec4(dot(ys, p0), dot(ys, p1), dot(ys, p2), dot(ys, p3));
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 uv = vTexCoord * global.SourceSize.xy - 0.5;
|
|
vec2 texel = floor(uv);
|
|
vec2 tex = (texel + 0.5) * global.SourceSize.zw;
|
|
vec2 phase = uv - texel;
|
|
|
|
#define TEX(x, y) textureLodOffset(Source, tex, 0.0, ivec2(x, y)).rgb
|
|
|
|
vec4 x;
|
|
vec4 y;
|
|
weights(x, y, phase);
|
|
|
|
vec3 color;
|
|
vec4 row = x * y.x;
|
|
color = TEX(-1, -1) * row.x;
|
|
color += TEX(+0, -1) * row.y;
|
|
color += TEX(+1, -1) * row.z;
|
|
color += TEX(+2, -1) * row.w;
|
|
|
|
row = x * y.y;
|
|
color += TEX(-1, +0) * row.x;
|
|
color += TEX(+0, +0) * row.y;
|
|
color += TEX(+1, +0) * row.z;
|
|
color += TEX(+2, +0) * row.w;
|
|
|
|
row = x * y.z;
|
|
color += TEX(-1, +1) * row.x;
|
|
color += TEX(+0, +1) * row.y;
|
|
color += TEX(+1, +1) * row.z;
|
|
color += TEX(+2, +1) * row.w;
|
|
|
|
row = x * y.w;
|
|
color += TEX(-1, +2) * row.x;
|
|
color += TEX(+0, +2) * row.y;
|
|
color += TEX(+1, +2) * row.z;
|
|
color += TEX(+2, +2) * row.w;
|
|
|
|
color = sqrt(clamp(color, vec3(0.0), vec3(1.0)));
|
|
FragColor = vec4(color, 1.0);
|
|
}
|