slang-shaders/misc/deposterize-pass0.slang
2017-04-06 15:42:27 -05:00

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#version 450
/*
Hyllian's Deposterize Shader - Pass0
Copyright (C) 2011/2016 Hyllian/Jararaca - sergiogdb@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float EQ_THRESH1;
float DIFF_THRESH1;
} params;
#pragma parameter EQ_THRESH1 "Eq Limit Horizontal" 0.01 0.0 1.0 0.01
#pragma parameter DIFF_THRESH1 "Diff Limit Horizontal" 0.06 0.0 1.0 0.01
#define EQ params.EQ_THRESH1
#define DF params.DIFF_THRESH1
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
vec3 df3(vec3 c1, vec3 c2)
{
return abs(c1 - c2);
}
bvec3 eq3(vec3 A, vec3 B)
{
return lessThanEqual(df3(A, B) , vec3(EQ));
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vec2 ps = vec2(params.SourceSize.zw);
float dx = ps.x;
float dy = ps.y;
t1 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 res;
vec3 D = texture(Source, t1.xw).rgb;
vec3 E = texture(Source, t1.yw).rgb;
vec3 F = texture(Source, t1.zw).rgb;
bvec3 test1 = eq3(D, F);
bvec3 test2 = eq3(D, E);
bvec3 test3 = eq3(E, F);
bvec3 test4 = lessThanEqual(df3(E, F) , vec3(DF, DF, DF));
bvec3 test5 = lessThanEqual(df3(D, E) , vec3(DF, DF, DF));
res = ((test1 == bvec3(false)) && ((test4 == bvec3(true)) && (test2 == bvec3(true)) || (test5 == bvec3(true)) && (test3 == bvec3(true)))) ? 0.5*(D+F) : E;
FragColor = vec4(res, 1.0);
}