mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-29 19:01:31 +11:00
107 lines
2.6 KiB
Plaintext
107 lines
2.6 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 2
|
|
by Sp00kyFox, 2014
|
|
|
|
Eliminating isolated detections.
|
|
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float VL_LO;
|
|
float VL_HI;
|
|
float CB_LO;
|
|
float CB_HI;
|
|
} params;
|
|
|
|
#pragma parameter VL_LO "MDAPT VL LO Thresh" 1.25 0.0 10.0 0.05
|
|
#pragma parameter VL_HI "MDAPT VL HI Thresh" 1.75 0.0 10.0 0.05
|
|
#pragma parameter CB_LO "MDAPT CB LO Thresh" 5.25 0.0 25.0 0.05
|
|
#pragma parameter CB_HI "MDAPT CB HI Thresh" 5.75 0.0 25.0 0.05
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
|
|
#define and(x,y) min(x,y)
|
|
#define or(x,y) max(x,y)
|
|
|
|
vec2 sigmoid(vec2 signal){
|
|
return smoothstep(vec2(params.VL_LO, params.CB_LO), vec2(params.VL_HI, params.CB_HI), signal);
|
|
}
|
|
|
|
#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 main()
|
|
{
|
|
/*
|
|
NW UUL U2 UUR NE
|
|
ULL UL U1 UR URR
|
|
L2 L1 C R1 R2
|
|
DLL DL D1 DR DRR
|
|
SW DDL D2 DDR SE
|
|
*/
|
|
|
|
vec2 C = TEX( 0., 0.).xy;
|
|
|
|
|
|
vec2 hits = vec2(0.0);
|
|
|
|
//phase 1
|
|
vec2 L1 = TEX(-1., 0.).xy;
|
|
vec2 R1 = TEX( 1., 0.).xy;
|
|
vec2 U1 = TEX( 0.,-1.).xy;
|
|
vec2 D1 = TEX( 0., 1.).xy;
|
|
|
|
//phase 2
|
|
vec2 L2 = and(TEX(-2., 0.).xy, L1);
|
|
vec2 R2 = and(TEX( 2., 0.).xy, R1);
|
|
vec2 U2 = and(TEX( 0.,-2.).xy, U1);
|
|
vec2 D2 = and(TEX( 0., 2.).xy, D1);
|
|
vec2 UL = and(TEX(-1.,-1.).xy, or(L1, U1));
|
|
vec2 UR = and(TEX( 1.,-1.).xy, or(R1, U1));
|
|
vec2 DL = and(TEX(-1., 1.).xy, or(L1, D1));
|
|
vec2 DR = and(TEX( 1., 1.).xy, or(R1, D1));
|
|
|
|
//phase 3
|
|
vec2 ULL = and(TEX(-2.,-1.).xy, or(L2, UL));
|
|
vec2 URR = and(TEX( 2.,-1.).xy, or(R2, UR));
|
|
vec2 DRR = and(TEX( 2., 1.).xy, or(R2, DR));
|
|
vec2 DLL = and(TEX(-2., 1.).xy, or(L2, DL));
|
|
vec2 UUL = and(TEX(-1.,-2.).xy, or(U2, UL));
|
|
vec2 UUR = and(TEX( 1.,-2.).xy, or(U2, UR));
|
|
vec2 DDR = and(TEX( 1., 2.).xy, or(D2, DR));
|
|
vec2 DDL = and(TEX(-1., 2.).xy, or(D2, DL));
|
|
|
|
//phase 4
|
|
hits += and(TEX(-2.,-2.).xy, or(UUL, ULL));
|
|
hits += and(TEX( 2.,-2.).xy, or(UUR, URR));
|
|
hits += and(TEX(-2., 2.).xy, or(DDL, DLL));
|
|
hits += and(TEX( 2., 2.).xy, or(DDR, DRR));
|
|
|
|
hits += (ULL + URR + DRR + DLL + L2 + R2) + vec2(0.0, 1.0) * (C + U1 + U2 + D1 + D2 + L1 + R1 + UL + UR + DL + DR + UUL + UUR + DDR + DDL);
|
|
|
|
FragColor = vec4(C * sigmoid(hits), C);
|
|
} |