slang-shaders/anti-aliasing/shaders/reverse-aa.slang
2018-04-05 05:19:13 +01:00

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#version 450
/*
Reverse Antialiasing Shader
Adapted from the C source (see Copyright below) to shader
cg language by Hyllian/Jararaca - sergiogdb@gmail.com
This shader works best in 2x scale.
*/
/*
*
* Copyright (c) 2012, Christoph Feck <christoph@maxiom.de>
* All Rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
#pragma parameter REVERSEAA_SHARPNESS "ReverseAA Sharpness" 2.0 0.0 10.0 0.01
#ifdef PARAMETER_UNIFORM
uniform float REVERSEAA_SHARPNESS;
#else
#define REVERSEAA_SHARPNESS 2.0
#endif
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OutputSize;
} params;
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;
#define P(x,y) texture(Source, coord + params.SourceSize.zw * vec2(x, y)).rgb
vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
{
vec3 t, m;
mat4x3 pre = mat4x3(pre2, pre1, px, pos1);
mat4x3 pos = mat4x3(pre1, px, pos1, pos2);
mat4x3 df = pos - pre;
m = 0.5 - abs(px - 0.5);
m = REVERSEAA_SHARPNESS * min(m, min(abs(df[1]), abs(df[2])));
t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16;
t = clamp(t, -m, m);
return t;
}
#define P(x,y) texture(Source, coord + params.SourceSize.zw * vec2(x, y)).rgb
void main()
{
vec2 pos = fract(vTexCoord * params.SourceSize.xy) - vec2(0.5, 0.5);
vec2 coord = vTexCoord - pos * params.SourceSize.zw;
vec3 E = P( 0, 0);
vec3 _tx = res2x(P(-2,0), P(-1,0), E, P(1,0), P(2,0)) * pos.x;
vec3 _ty = res2x(P(0,-2), P(0,-1), E, P(0,1), P(0,2)) * pos.y;
vec3 res = clamp(E + 2.0*(_tx + _ty), 0.0, 1.0);
FragColor = vec4(res, 1.0);
}