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/
80 lines
2.2 KiB
Plaintext
80 lines
2.2 KiB
Plaintext
#version 450
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/*
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Copyright (C) 2016 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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*/
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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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/* Default Vertex shader */
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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 = 1) in vec2 FragCoord;
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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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struct deltas
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{
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vec2 UL, UR, DL, DR;
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};
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void main()
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{
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vec2 texsize = params.SourceSize.xy;
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float dx = pow(texsize.x, -1.0) * 0.5;
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float dy = pow(texsize.y, -1.0) * 0.5;
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vec3 dt = vec3(1.0, 1.0, 1.0);
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deltas VAR = {
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vTexCoord + vec2(-dx, -dy),
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vTexCoord + vec2( dx, -dy),
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vTexCoord + vec2(-dx, dy),
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vTexCoord + vec2( dx, dy)
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};
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vec3 c00 = texture(Source, VAR.UL).xyz;
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vec3 c20 = texture(Source, VAR.UR).xyz;
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vec3 c02 = texture(Source, VAR.DL).xyz;
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vec3 c22 = texture(Source, VAR.DR).xyz;
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float m1 = dot(abs(c00 - c22), dt) + 0.001;
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float m2 = dot(abs(c02 - c20), dt) + 0.001;
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FragColor = vec4((m1*(c02 + c20) + m2*(c22 + c00))/(2.0*(m1 + m2)), 1.0);
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}
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