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https://github.com/italicsjenga/slang-shaders.git
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110 lines
3 KiB
Plaintext
110 lines
3 KiB
Plaintext
#version 450
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/*
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Average Luminance Shader, Smart Edge Interpolation Coefficients Calculation
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Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Thanks to HunterK for the mipmap hint. :D
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*/
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layout(push_constant) uniform Push
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{
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uint FrameCount;
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vec4 SourceSize;
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float lsmooth;
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float sth;
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} params;
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#pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.70 0.50 0.99 0.01
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#define lsmooth params.lsmooth
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define SourceSize params.SourceSize
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#define TEX0 vTexCoord
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0001;
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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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layout(set = 0, binding = 3) uniform sampler2D AvgLumPassFeedback;
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// Reference: http://www.compuphase.com/cmetric.htm
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// Reference: ScaleFX, author Sp00kyFox
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float dist(vec3 A, vec3 B)
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{
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float r = 0.5 * (A.r + B.r);
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vec3 d = A - B;
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vec3 c = vec3(2. + r, 4., 3. - r);
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return sqrt(dot(c*d, d)) / 3.;
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}
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void main()
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{
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float m = max(log2(SourceSize.x), log2(SourceSize.y));
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m = floor(max(m, 1.0))-1.0;
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vec2 dx = vec2(1.0/SourceSize.x, 0.0);
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vec2 dy = vec2(0.0, 1.0/SourceSize.y);
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vec2 y2 = 2.0*dy;
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vec2 x2 = 2.0*dx;
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float ltotal = 0.0;
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ltotal+= length(textureLod(Source, vec2(0.3, 0.3), m).rgb);
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ltotal+= length(textureLod(Source, vec2(0.3, 0.7), m).rgb);
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ltotal+= length(textureLod(Source, vec2(0.7, 0.3), m).rgb);
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ltotal+= length(textureLod(Source, vec2(0.7, 0.7), m).rgb);
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ltotal*=0.25;
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ltotal = pow(0.577350269 * ltotal, 0.70);
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float lhistory = texture(AvgLumPassFeedback, vec2(0.5,0.5)).a;
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ltotal = mix(ltotal, lhistory, lsmooth);
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vec3 l1 = COMPAT_TEXTURE(Source, TEX0.xy ).rgb;
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vec3 r1 = COMPAT_TEXTURE(Source, TEX0.xy +dx ).rgb;
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vec3 l2 = COMPAT_TEXTURE(Source, TEX0.xy -dx ).rgb;
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vec3 r2 = COMPAT_TEXTURE(Source, TEX0.xy +x2 ).rgb;
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float c1 = dist(l2,l1);
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float c2 = dist(l1,r1);
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float c3 = dist(r2,r1);
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FragColor = vec4(c1,c2,c3,ltotal);
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} |