mirror of
https://github.com/italicsjenga/slang-shaders.git
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111 lines
2.6 KiB
Plaintext
111 lines
2.6 KiB
Plaintext
#version 450
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/*
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Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 0
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by Sp00kyFox, 2014
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Neighbor analysis via color metric and dot product of the difference vectors.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float MODE;
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float PWR;
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float HSM_DEDITHER_MODE;
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} params;
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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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} global;
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#pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01
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#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1
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#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE
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// OFF | STRICT | RELAXED | HYLLIAN | HYL + Stripes | Stripes
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// #pragma parameter MODE "MDAPT Monochrome Analysis" 0.0 0.0 1.0 1.0
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// #pragma parameter PWR "MDAPT Color Metric Exp" 2.0 0.0 10.0 0.1
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const float PWR = 2;
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#define dotfix(x,y) clamp(dot(x,y), 0.0, 1.0) // NVIDIA Fix
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#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
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// Reference: http://www.compuphase.com/cmetric.htm
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float eq(vec3 A, vec3 B)
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{
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vec3 diff = A-B;
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float ravg = (A.x + B.x) * 0.5;
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diff *= diff * vec3(2.0 + ravg, 4.0, 3.0 - ravg);
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return pow( smoothstep(3.0, 0.0, sqrt(diff.x + diff.y + diff.z)), PWR );
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}
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float and_(float a, float b, float c, float d, float e, float f){
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return min(a, min(b, min(c, min(d, min(e,f)))));
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}
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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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/*
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U
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L C R
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D
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*/
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if (HSM_DEDITHER_MODE < 1 || HSM_DEDITHER_MODE == 3)
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{
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FragColor = texture(Source, vTexCoord);
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return;
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}
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vec3 C = TEX( 0., 0.).xyz;
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vec3 L = TEX(-1., 0.).xyz;
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vec3 R = TEX( 1., 0.).xyz;
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vec3 U = TEX( 0.,-1.).xyz;
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vec3 D = TEX( 0., 1.).xyz;
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vec3 res = vec3(0.0);
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if(HSM_DEDITHER_MODE == 1){
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res.x = float((L == R) && (C != L));
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res.y = float((U == D) && (C != U));
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res.z = float(bool(res.x) && bool(res.y) && (L == U));
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}
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else{
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vec3 dCL = normalize(C-L), dCR = normalize(C-R), dCD = normalize(C-D), dCU = normalize(C-U);
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res.x = dotfix(dCL, dCR) * eq(L,R);
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res.y = dotfix(dCU, dCD) * eq(U,D);
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res.z = and_(res.x, res.y, dotfix(dCL, dCU) * eq(L,U), dotfix(dCL, dCD) * eq(L,D), dotfix(dCR, dCU) * eq(R,U), dotfix(dCR, dCD) * eq(R,D));
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}
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FragColor = vec4(res, 1.0);
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}
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