slang-shaders/test/nonfunctional/shaders/mame/mame_downsample.slang

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#version 450
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Downsample Effect
//-----------------------------------------------------------------------------
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} 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 vec4 TexCoord01;
layout(location = 1) out vec4 TexCoord23;
const vec2 Coord0Offset = vec2(-0.5f, -0.5f);
const vec2 Coord1Offset = vec2( 0.5f, -0.5f);
const vec2 Coord2Offset = vec2(-0.5f, 0.5f);
const vec2 Coord3Offset = vec2( 0.5f, 0.5f);
void main()
{
gl_Position = global.MVP * Position;
vec2 HalfTargetTexelDims = 0.5 * params.SourceSize.zw;
TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims;
TexCoord01.zw = TexCoord + Coord1Offset * HalfTargetTexelDims;
TexCoord23.xy = TexCoord + Coord2Offset * HalfTargetTexelDims;
TexCoord23.zw = TexCoord + Coord3Offset * HalfTargetTexelDims;
}
#pragma stage fragment
layout(location = 0) in vec4 TexCoord01;
layout(location = 1) in vec4 TexCoord23;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define DiffuseSampler Source
void main()
{
vec3 texel0 = texture(DiffuseSampler, TexCoord01.xy).rgb;
vec3 texel1 = texture(DiffuseSampler, TexCoord01.zw).rgb;
vec3 texel2 = texture(DiffuseSampler, TexCoord23.xy).rgb;
vec3 texel3 = texture(DiffuseSampler, TexCoord23.zw).rgb;
vec3 outTexel = (texel0 + texel1 + texel2 + texel3) / 4.0;
FragColor = vec4(outTexel, 1.0);
}