slang-shaders/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang
Hyllian 22c21cc56e Add Chckerboard-Dedither shader
- Smooths checkerboard dithering.
2022-09-02 16:41:05 -03:00

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#version 450
/*
Checkerboard Dedither - pass2
2011-2022 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float CD_BLEND_LEVEL;
} params;
#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1
#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL
const float Delta = 0.000000001;
const vec3 Y = vec3( 0.299, 0.587, 0.114);
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
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;
layout(set = 0, binding = 3) uniform sampler2D LinearGamma;
void main()
{
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
// Reading the texels.
vec4 C = texture(Source, vTexCoord );
vec4 L = texture(Source, vTexCoord -dx );
vec4 R = texture(Source, vTexCoord +dx );
vec4 U = texture(Source, vTexCoord -dy);
vec4 D = texture(Source, vTexCoord +dy);
vec4 UL = texture(Source, vTexCoord -dx -dy);
vec4 UR = texture(Source, vTexCoord +dx -dy);
vec4 DL = texture(Source, vTexCoord -dx +dy);
vec4 DR = texture(Source, vTexCoord +dx +dy);
vec3 color = C.rgb;
vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
vec3 oriL = texture(LinearGamma, vTexCoord -dx ).rgb;
vec3 oriR = texture(LinearGamma, vTexCoord +dx ).rgb;
vec3 oriU = texture(LinearGamma, vTexCoord -dy).rgb;
vec3 oriD = texture(LinearGamma, vTexCoord +dy).rgb;
float count1 = 0.0;
float count2 = 0.0;
float diff = (1.0 - CD_BLEND_LEVEL);
// UL U UR
// L C R
// DL D DR
count1 += (step(Delta, L.a*D.a*R.a));
count1 += (step(Delta, L.a*U.a*R.a));
count1 += (step(Delta, L.a*UL.a*R.a*UR.a + L.a*DL.a*R.a*DR.a));
count2 += (step(Delta, U.a*L.a*D.a));
count2 += (step(Delta, U.a*R.a*D.a));
count2 += (step(Delta, U.a*UR.a*D.a*DR.a + D.a*DL.a*U.a*UL.a));
if ((count1 * count2) > 0.0)
color = 0.5*(1.0+diff)*oriC + 0.125*(1.0-diff)*(oriL + oriR + oriU + oriD);
else if (count1 > 0.0)
color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriL + oriR);
else if (count2 > 0.0)
color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriU + oriD);
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
FragColor = vec4(color, luma_diff);
}