mirror of
https://github.com/italicsjenga/slang-shaders.git
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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/
171 lines
4.9 KiB
Plaintext
171 lines
4.9 KiB
Plaintext
#version 450
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/*
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Hyllian's Data Dependent Triangulation Shader
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Copyright (C) 2011-2016 Hyllian/Jararaca - sergiogdb@gmail.com
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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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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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(a,b,c) mix(a,b,c)
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#define mul(a,b) (b*a)
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#define fmod(c,d) mod(c,d)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define decal Source
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const float3 dtt = float3(65536,255,1);
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float reduce(float3 color)
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{
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return dot(color, dtt);
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}
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float3 bilinear(float p, float q, float3 A, float3 B, float3 C, float3 D)
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{
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return ((1-p)*(1-q)*A + p*(1-q)*B + (1-p)*q*C + p*q*D);
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}
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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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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec2 loc;
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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 * 1.0001;
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float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1.xy = float2( dx, 0); // F
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t1.zw = float2( 0, dy); // H
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loc = vTexCoord*params.SourceSize.xy;
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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 vec4 t1;
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layout(location = 2) in vec2 loc;
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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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void main()
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{
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float2 pos = frac(loc)-float2(0.5, 0.5); // pos = pixel position
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float2 dir = sign(pos); // dir = pixel direction
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float2 g1 = dir*t1.xy;
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float2 g2 = dir*t1.zw;
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float3 A = tex2D(decal, vTexCoord ).xyz;
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float3 B = tex2D(decal, vTexCoord +g1 ).xyz;
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float3 C = tex2D(decal, vTexCoord +g2).xyz;
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float3 D = tex2D(decal, vTexCoord +g1+g2).xyz;
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float a = reduce(A);
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float b = reduce(B);
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float c = reduce(C);
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float d = reduce(D);
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float p = abs(pos.x);
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float q = abs(pos.y);
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float k = distance(pos,g1 * params.SourceSize.xy);
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float l = distance(pos,g2 * params.SourceSize.xy);
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if (abs(a-d) < abs(b-c))
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{
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if (k < l)
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{
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C = A + D - B;
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}
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else if (k > l)
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{
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B = A + D - C;
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}
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}
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else if (abs(a-d) > abs(b-c))
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{
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D = B + C - A;
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}
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float3 color_old = bilinear(p, q, A, B, C, D);
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float2 texsize = params.SourceSize.xy;//IN.texture_size;
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const float scale_factor = 1.0;
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float2 delta = 0.5 / (texsize * scale_factor);
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float dx = delta.x;
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float dy = delta.y;
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float3 c00 = tex2D(decal, vTexCoord + float2(-dx, -dy)).xyz;
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float3 c01 = tex2D(decal, vTexCoord + float2(-dx, 0)).xyz;
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float3 c02 = tex2D(decal, vTexCoord + float2(-dx, dy)).xyz;
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float3 c10 = tex2D(decal, vTexCoord + float2(0, -dy)).xyz;
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float3 c11 = tex2D(decal, vTexCoord + float2(0, 0)).xyz;
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float3 c12 = tex2D(decal, vTexCoord + float2(0, dy)).xyz;
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float3 c20 = tex2D(decal, vTexCoord + float2(dx, -dy)).xyz;
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float3 c21 = tex2D(decal, vTexCoord + float2(dx, 0)).xyz;
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float3 c22 = tex2D(decal, vTexCoord + float2(dx, dy)).xyz;
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float3 first = lerp(c00, c20, frac(scale_factor * vTexCoord.x * texsize.x + 0.5));
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float3 second = lerp(c02, c22, frac(scale_factor * vTexCoord.x * texsize.x + 0.5));
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float3 mid_horiz = lerp(c01, c21, frac(scale_factor * vTexCoord.x * texsize.x + 0.5));
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float3 mid_vert = lerp(c10, c12, frac(scale_factor * vTexCoord.y * texsize.y + 0.5));
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float3 res = lerp(first, second, frac(scale_factor * vTexCoord.y * texsize.y + 0.5));
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float color = float4(0.28 * (res + mid_horiz + mid_vert) + 4.7 * abs(res - lerp(mid_horiz, mid_vert, 0.5)), 1.0).x;
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FragColor = float4((color + color_old) / 2.0, 1.0);
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}
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