mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
259ff81f4b
* Move initial batch of shaders and presets to smoothing subdirectory * Rename smoothing to edge enhancement * Move cubic and windowed into interpolation * Fix some presets * Fix rest of presets * Rename edge-enhancement to edge-smoothing * Move pixel art scalers into separate directory separate from 'interpolation' * Flatten interpolation/cubic into interpolation/
86 lines
3.7 KiB
Plaintext
86 lines
3.7 KiB
Plaintext
#version 450
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// Pixellate Shader
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// Copyright (c) 2011, 2012 Fes
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// Permission to use, copy, modify, and/or distribute this software for any
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// purpose with or without fee is hereby granted, provided that the above
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// copyright notice and this permission notice appear in all copies.
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// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
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// SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
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// IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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// (Fes gave their permission to have this shader distributed under this
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// licence in this forum post:
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// http://board.byuu.org/viewtopic.php?p=57295#p57295
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float INTERPOLATE_IN_LINEAR_GAMMA;
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} global;
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#pragma parameter INTERPOLATE_IN_LINEAR_GAMMA "Linear Gamma Weight" 1.0 0.0 1.0 1.0
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec2 texelSize = global.SourceSize.zw;
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vec2 range = vec2(abs(global.SourceSize.x / (global.OutputSize.x * global.SourceSize.x)), abs(global.SourceSize.y / (global.OutputSize.y * global.SourceSize.y)));
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range = range / 2.0 * 0.999;
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float left = vTexCoord.x - range.x;
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float top = vTexCoord.y + range.y;
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float right = vTexCoord.x + range.x;
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float bottom = vTexCoord.y - range.y;
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vec3 topLeftColor;
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vec3 bottomRightColor;
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vec3 bottomLeftColor;
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vec3 topRightColor;
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if (global.INTERPOLATE_IN_LINEAR_GAMMA > 0.5){
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topLeftColor = pow(texture(Source, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize).rgb, vec3(2.2));
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bottomRightColor = pow(texture(Source, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize).rgb, vec3(2.2));
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bottomLeftColor = pow(texture(Source, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize).rgb, vec3(2.2));
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topRightColor = pow(texture(Source, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize).rgb, vec3(2.2));
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}else{
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topLeftColor = texture(Source, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize).rgb;
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bottomRightColor = texture(Source, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize).rgb;
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bottomLeftColor = texture(Source, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize).rgb;
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topRightColor = texture(Source, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize).rgb;}
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vec2 border = clamp(round(vTexCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
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float totalArea = 4.0 * range.x * range.y;
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vec3 averageColor;
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averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
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averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
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averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
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averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
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FragColor = (global.INTERPOLATE_IN_LINEAR_GAMMA > 0.5) ? vec4(pow(averageColor, vec3(1.0 / 2.2)), 1.0) : vec4(averageColor, 1.0);
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}
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