slang-shaders/edge-smoothing/xbr/shaders/support/linearize.slang
fishcu 259ff81f4b
Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469)
* 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/
2023-08-12 18:09:28 -05:00

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float InputGamma;
} params;
#pragma parameter InputGamma "INPUT GAMMA" 2.0 1.0 3.0 0.05
#define InputGamma params.InputGamma
#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
// FragColor = pow(vec4(texture(Source, vTexCoord).rgb, 1.0), vec4(2.2));
FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0);
}