slang-shaders/interpolation/shaders/ControlledSharpness.slang

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#version 450
//https://www.desmos.com/calculator/3zhzwbfrxd
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float sharpness;
} params;
#pragma parameter sharpness "Sharpness" 0.4 0.001 0.95 0.05
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;
vec2 f(vec2 x, float n) {
float c = 2 / (1-params.sharpness) - 1;
return pow(x,vec2(c)) / pow(n,c-1);
}
void main()
{
vec2 SStep = vTexCoord * params.SourceSize.xy + 0.5;
vec2 SStepInt = floor(SStep);
vec2 SStepFra = SStep - SStepInt;
vec2 f0 = f(SStepFra,0.5);
vec2 f2 = 1-f(1-SStepFra,0.5);
SStep = ((mix(f0,f2,greaterThanEqual(SStepFra,vec2(0.5)))) + SStepInt - 0.5) * params.SourceSize.zw;
FragColor = texture(Source, SStep);
}