mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
82 lines
2 KiB
Plaintext
82 lines
2 KiB
Plaintext
#version 450
|
|
|
|
#define hardPix -3.0
|
|
#define brightboost 1
|
|
#define shape 2.0
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 REFERENCESize;
|
|
} 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;
|
|
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
|
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
|
|
|
// Nearest emulated sample given floating point position and texel offset.
|
|
// Also zero's off screen.
|
|
vec3 Fetch(vec2 pos, vec2 off)
|
|
{
|
|
pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
|
|
|
return brightboost * texture(REFERENCE, pos.xy).rgb;
|
|
}
|
|
|
|
// Distance in emulated pixels to nearest texel.
|
|
vec2 Dist(vec2 pos)
|
|
{
|
|
pos = pos*global.REFERENCESize.xy;
|
|
|
|
return -((pos - floor(pos)) - vec2(0.5));
|
|
}
|
|
|
|
// 1D Gaussian.
|
|
float Gaus(float pos, float scale)
|
|
{
|
|
return exp2(scale*pow(abs(pos), shape));
|
|
}
|
|
|
|
// 5-tap Gaussian filter along horz line.
|
|
vec3 Horz5(vec2 pos,float off)
|
|
{
|
|
vec3 a = Fetch(pos,vec2(-2.0, off));
|
|
vec3 b = Fetch(pos,vec2(-1.0, off));
|
|
vec3 c = Fetch(pos,vec2( 0.0, off));
|
|
vec3 d = Fetch(pos,vec2( 1.0, off));
|
|
vec3 e = Fetch(pos,vec2( 2.0, off));
|
|
float dst = Dist(pos).x;
|
|
|
|
// Convert distance to weight.
|
|
float scale = hardPix;
|
|
float wa = Gaus(dst - 2.0, scale);
|
|
float wb = Gaus(dst - 1.0, scale);
|
|
float wc = Gaus(dst + 0.0, scale);
|
|
float wd = Gaus(dst + 1.0, scale);
|
|
float we = Gaus(dst + 2.0, scale);
|
|
|
|
// Return filtered sample.
|
|
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
FragColor = vec4(Horz5(vTexCoord, 2.0).rgb, 1.0);
|
|
}
|