mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +11:00
86 lines
3.4 KiB
Plaintext
86 lines
3.4 KiB
Plaintext
#version 450
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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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float PS1_BOX_BLUR_MODE;
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float PS1_BOX_BLUR_BLEND;
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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 parameter HSM_BOXBLUR_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter PS1_BOXBLUR_TITLE "[ --- PS1 BOX BLUR --- ]:" 0 0 0.01 0.01
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#pragma parameter PS1_BOX_BLUR_MODE " Box Blur ON" 0.0 0.0 1.0 1.0
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#define PS1_BOX_BLUR_MODE params.PS1_BOX_BLUR_MODE
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#pragma parameter PS1_BOX_BLUR_BLEND " Blend Amount" 100 0.0 100 10.0
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#define PS1_BOX_BLUR_BLEND params.PS1_BOX_BLUR_BLEND / 100
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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(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec4 orig_pass_full = texture(Source, vTexCoord);
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if (PS1_BOX_BLUR_MODE < 0.5)
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{
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FragColor = orig_pass_full;
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return;
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}
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vec3 OriginPass = orig_pass_full.xyz;//No blending
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//Blend 4 pixels together by sampling between them with linear interpolation
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vec2 SquareBlend = (vTexCoord * params.SourceSize.xy - 0.5) * params.SourceSize.zw;
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//Blend 2 horizontal pixels together the same way as before
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vec2 HorizoBlend = (vTexCoord * params.SourceSize.xy - vec2(0.5,0.0)) * params.SourceSize.zw;
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vec3 SquarePass = texture(Source, SquareBlend).xyz;
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vec3 HorizoPass = texture(Source, HorizoBlend).xyz;
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//Edge Detection for SquareBlend
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vec3 SquareEdge = texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz +
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texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz +
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texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz;
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SquareEdge = abs((SquareEdge / 3.0) - SquarePass);
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//Try to adjust white / black range so that edges are black and non-edges are white
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float SquareEdgeMask = 1.0-pow(1.0-pow(1.0-max(SquareEdge.x,max(SquareEdge.y,SquareEdge.z)),30.0),2.0);
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//Edge Detection for HorizoBlend
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vec3 HorizoEdge = texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz +
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texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz +
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texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz;
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HorizoEdge = abs((HorizoEdge / 3.0) - HorizoPass);
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//Try to adjust white / black range so that edges are black and non-edges are white
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float HorizoEdgeMask = 1.0-pow(1.0-pow(1.0-max(HorizoEdge.x,max(HorizoEdge.y,HorizoEdge.z)),10.0),2.0);
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//If SquarePass has a detected edge, use HorizoPass
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vec3 Result = mix(HorizoPass,SquarePass,SquareEdgeMask);
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//If HorizoPass has a detected edge, use OriginPass
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Result = mix(OriginPass,Result,HorizoEdgeMask);
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// It's complete
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// Blend with Original
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FragColor = vec4(mix(OriginPass, Result, PS1_BOX_BLUR_BLEND), 1);
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} |