mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
797716b17a
* Add Retro-Tiles shaders A shader designed for handheld and low res systems. It turns pixels into crisp tiles. * Add box scaling - Turn mandatory integer scaling; - Add Overscan option. * Fix gamma on retro-tiles shader - Increased gamma from 2.2 to 2.7 for a better white balance. * Add Gamma Slider to checkerboard-dedither - Add Gamma Slider to checkerboard-dedither. * Update checkerboard-dedither shaders - Add new pattern recognitions; - Add new option to mitigate false positives.
108 lines
3.4 KiB
Plaintext
108 lines
3.4 KiB
Plaintext
#version 450
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/*
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Checkerboard Dedither - pass1
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2011-2022 Hyllian - 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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float CD_BLEND_OPTION;
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float CD_BLEND_LEVEL;
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} params;
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#pragma parameter CD_BLEND_OPTION "CHECKERBOARD-DEDITHER: [ OFF | ON ]" 1.0 0.0 1.0 1.0
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#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1
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#define CD_BLEND_OPTION params.CD_BLEND_OPTION
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#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
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vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
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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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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec3 C = texture(Source, vTexCoord ).xyz;
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vec3 L = texture(Source, vTexCoord -dx).xyz;
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vec3 R = texture(Source, vTexCoord +dx).xyz;
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vec3 U = texture(Source, vTexCoord -dy).xyz;
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vec3 D = texture(Source, vTexCoord +dy).xyz;
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vec3 UL = texture(Source, vTexCoord -dx -dy).xyz;
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vec3 UR = texture(Source, vTexCoord +dx -dy).xyz;
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vec3 DL = texture(Source, vTexCoord -dx +dy).xyz;
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vec3 DR = texture(Source, vTexCoord +dx +dy).xyz;
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vec3 color = C;
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if (CD_BLEND_OPTION == 1)
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{
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float diff = dot(max(C, max(L, R)) - min(C, min(L, R)), Y);
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diff *= (1.0 - CD_BLEND_LEVEL);
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vec3 min_sample = max(min_s(C, L, R), min_s(C, U, D));
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vec3 max_sample = min(max_s(C, L, R), max_s(C, U, D));
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color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
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color = clamp(color, min_sample, max_sample);
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}
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float luma_diff = abs(dot(C, Y)-dot(color, Y));
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FragColor = vec4(color, luma_diff);
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}
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