mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
103 lines
2.6 KiB
Plaintext
103 lines
2.6 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Genesis Dithering and Pseudo Transparency Shader v1.3 - Pass 1
|
|
by Sp00kyFox, 2014
|
|
|
|
Blends pixels based on detected dithering patterns.
|
|
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float STEPS;
|
|
float DEBUG;
|
|
float linear_gamma;
|
|
} params;
|
|
|
|
#pragma parameter STEPS "GDAPT Error Prevention LVL" 1.0 0.0 5.0 1.0
|
|
#pragma parameter DEBUG "GDAPT Adjust View" 0.0 0.0 1.0 1.0
|
|
#pragma parameter linear_gamma "Use Linear Gamma" 0.0 0.0 1.0 1.0
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*t1)
|
|
|
|
#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 vec2 t1;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * vec4(Position.xy, 0.0, 1.0);
|
|
vTexCoord = TexCoord;
|
|
t1 = params.SourceSize.zw;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 t1;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
vec4 C = TEX( 0, 0);
|
|
vec4 L = TEX(-1, 0);
|
|
vec4 R = TEX( 1, 0);
|
|
|
|
if(params.linear_gamma > 0.5)
|
|
{
|
|
C.xyz = pow(C.xyz, vec3(2.2)).xyz;
|
|
L.xyz = pow(L.xyz, vec3(2.2)).xyz;
|
|
R.xyz = pow(R.xyz, vec3(2.2)).xyz;
|
|
}
|
|
|
|
float str = 0.0;
|
|
|
|
if(params.STEPS == 0.0){
|
|
str = C.w;
|
|
}
|
|
else if(params.STEPS == 1.0){
|
|
str = min(max(L.w, R.w), C.w);
|
|
}
|
|
else if(params.STEPS == 2.0){
|
|
str = min(max(min(max(TEX(-2,0).w, R.w), L.w), min(R.w, TEX(2,0).w)), C.w);
|
|
}
|
|
else if(params.STEPS == 3.0){
|
|
float tmp = min(R.w, TEX(2,0).w);
|
|
str = min(max(min(max(min(max(TEX(-3,0).w, R.w), TEX(-2,0).w), tmp), L.w), min(tmp, TEX(3,0).w)), C.w);
|
|
}
|
|
else if(params.STEPS == 4.0){
|
|
float tmp1 = min(R.w, TEX(2,0).w);
|
|
float tmp2 = min(tmp1, TEX(3,0).w);
|
|
str = min(max(min(max(min(max(min(max(TEX(-4,0).w, R.w), TEX(-3,0).w), tmp1), TEX(-2,0).w), tmp2), L.w), min(tmp2, TEX(4,0).w)), C.w);
|
|
}
|
|
else{
|
|
float tmp1 = min(R.w, TEX(2,0).w);
|
|
float tmp2 = min(tmp1, TEX(3,0).w);
|
|
float tmp3 = min(tmp2, TEX(4,0).w);
|
|
str = min(max(min(max(min(max(min(max(min(max(TEX(-5,0).w, R.w), TEX(-4,0).w), tmp1), TEX(-3,0).w), tmp2), TEX(-2,0).w), tmp3), L.w), min(tmp3, TEX(5,0).w)), C.w);
|
|
}
|
|
|
|
|
|
if(params.DEBUG > 0.5)
|
|
FragColor = vec4(str);
|
|
|
|
float sum = L.w + R.w;
|
|
float wght = max(L.w, R.w);
|
|
wght = (wght == 0.0) ? 1.0 : sum/wght;
|
|
|
|
vec4 final = vec4(mix(C.xyz, (wght*C.xyz + L.w*L.xyz + R.w*R.xyz)/(wght + sum), str), 1.0);
|
|
FragColor = final;
|
|
if(params.linear_gamma > 0.5) FragColor = pow(final, vec4(1.0 / 2.2));
|
|
} |