mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +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/
64 lines
1.7 KiB
Plaintext
64 lines
1.7 KiB
Plaintext
#version 450
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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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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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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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 (void) {
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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(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D PassOutput6;
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void main()
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{
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vec4 inputY = texture(PassOutput6, vTexCoord.xy);
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vec4 inputUV = texture(Source, vTexCoord.xy);
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vec4 yuva = vec4(inputY.x, (inputUV.y - 0.5), (inputUV.z - 0.5), 1.0);
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vec4 rgba = vec4(0.0);
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rgba.r = yuva.x * 1.0 + yuva.y * 0.0 + yuva.z * 1.4;
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rgba.g = yuva.x * 1.0 + yuva.y * -0.343 + yuva.z * -0.711;
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rgba.b = yuva.x * 1.0 + yuva.y * 1.765 + yuva.z * 0.0;
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rgba.a = 1.0;
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FragColor = rgba;
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} |