mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-29 10:51:30 +11:00
83 lines
2.3 KiB
Plaintext
83 lines
2.3 KiB
Plaintext
#version 450
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// Video Motion Interpolation
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// based on Drudgerist's shadertoy:
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// https://www.shadertoy.com/view/MtVfRz
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// which is, in turn, based on bodhid's V+
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// https://github.com/bodhid/Vplus
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// This pass generates motion vectors based on the current and previous frames
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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()
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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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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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#define iChannel0 OriginalHistory1
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#define iChannel1 Source
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#pragma name Pass0
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float PixV(sampler2D Target, vec2 Shift, vec2 iuv, vec2 texelSize)
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{
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vec4 c = texture(Target,iuv);
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c += texture(Target, iuv + Shift+ (vec2(1, 0) * texelSize));
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c += texture(Target, iuv + Shift + (vec2(0, 1) * texelSize));
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c += texture(Target, iuv + Shift + (vec2(-1, 0) * texelSize));
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c += texture(Target, iuv + Shift + (vec2(0, -1) * texelSize));
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return c.r + c.g + c.b;
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}
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void main()
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{
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const float magic = 6.28;
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vec2 uv = vTexCoord.xy;
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vec2 texelSize = params.SourceSize.zw;
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float CheckValue, FirstValue, PrevValue, LastMatch;
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vec2 FinalUvShift,CheckUvShift;
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PrevValue = PixV(iChannel0, vec2(0,0), uv, texelSize);
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LastMatch = abs(PrevValue - PixV(iChannel1, vec2(0,0), uv, texelSize));
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for(int Circle = 1; Circle < 4; ++Circle)
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{
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for(int j = 0; j < 4 * Circle; ++j)
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{
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float circleF = float(Circle);
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float jF = float(j);
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FirstValue = magic / (4.0 * circleF);
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CheckUvShift = vec2(sin(FirstValue * jF), cos(FirstValue * jF));
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float currentValue = PixV(iChannel1, CheckUvShift * texelSize * circleF, uv, texelSize);
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if ((CheckValue = abs(PrevValue - currentValue)) < LastMatch)
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{
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LastMatch = CheckValue;
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FinalUvShift = CheckUvShift;
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}
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}
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}
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FragColor = vec4(FinalUvShift.xy, 0, 1);
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} |