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https://github.com/italicsjenga/slang-shaders.git
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115 lines
3.1 KiB
Plaintext
115 lines
3.1 KiB
Plaintext
#version 450
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/*
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ScaleFX - Pass 4
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by Sp00kyFox, 2017-03-01
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Filter: Nearest
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Scale: 3x
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ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
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originally intended as an improvement upon Scale3x but became a new filter in
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its own right.
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ScaleFX interpolates edges up to level 6 and makes smooth transitions between
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different slopes. The filtered picture will only consist of colours present
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in the original.
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Pass 4 outputs subpixels based on previously calculated tags.
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Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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} params;
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layout(set = 0, binding = 0, std140) 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;
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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(binding = 1) uniform sampler2D Source;
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layout(binding = 2) uniform sampler2D refpass;
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// extract corners
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vec4 loadCrn(vec4 x){
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return floor(mod(x*80 + 0.5, 9));
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}
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// extract mids
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vec4 loadMid(vec4 x){
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return floor(mod(x*8.888888 + 0.055555, 9));
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}
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void main()
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{
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/* grid corners mids
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B x y x
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D E F w y
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H w z z
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*/
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// read data
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vec4 E = texture(Source, vTexCoord);
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// extract data
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vec4 crn = loadCrn(E);
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vec4 mid = loadMid(E);
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// determine subpixel
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vec2 fp = floor(3.0 * fract(vTexCoord * params.SourceSize.xy));
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float sp = fp.y == 0. ? (fp.x == 0. ? crn.x : fp.x == 1. ? mid.x : crn.y) : (fp.y == 1. ? (fp.x == 0. ? mid.w : fp.x == 1. ? 0. : mid.y) : (fp.x == 0. ? crn.w : fp.x == 1. ? mid.z : crn.z));
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// output coordinate - 0 = E, 1 = D, 2 = D0, 3 = F, 4 = F0, 5 = B, 6 = B0, 7 = H, 8 = H0
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vec2 res = sp == 0. ? vec2(0,0) : sp == 1. ? vec2(-1,0) : sp == 2. ? vec2(-2,0) : sp == 3. ? vec2(1,0) : sp == 4. ? vec2(2,0) : sp == 5. ? vec2(0,-1) : sp == 6. ? vec2(0,-2) : sp == 7. ? vec2(0,1) : vec2(0,2);
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// ouput
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FragColor = texture(refpass, vTexCoord + res / params.SourceSize.xy);
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}
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