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https://github.com/italicsjenga/slang-shaders.git
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182 lines
6.3 KiB
Plaintext
182 lines
6.3 KiB
Plaintext
#version 450
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/*
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5x5 Median
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GLSL 1.0
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Morgan McGuire and Kyle Whitson, 2006
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Williams College
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http://graphics.cs.williams.edu
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Copyright (c) Morgan McGuire and Williams College, 2006
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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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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} 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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#define s2(a, b) temp = a; a = min(a, b); b = max(temp, b);
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#define t2(a, b) s2(v[a], v[b]);
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#define t24(a, b, c, d, e, f, g, h) t2(a, b); t2(c, d); t2(e, f); t2(g, h);
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#define t25(a, b, c, d, e, f, g, h, i, j) t24(a, b, c, d, e, f, g, h); t2(i, j);
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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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layout(location = 1) out vec4 t01;
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layout(location = 2) out vec4 t02;
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layout(location = 3) out vec4 t03;
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layout(location = 4) out vec4 t04;
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layout(location = 5) out vec4 t05;
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layout(location = 6) out vec4 t06;
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layout(location = 7) out vec4 t07;
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layout(location = 8) out vec4 t08;
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layout(location = 9) out vec4 t09;
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layout(location = 10) out vec4 t10;
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layout(location = 11) out vec4 t11;
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layout(location = 12) out vec4 t12;
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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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float dx1 = params.SourceSize.z;
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float dx2 = params.SourceSize.z + params.SourceSize.z;
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float dy1 = params.SourceSize.w;
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float dy2 = params.SourceSize.w + params.SourceSize.w;
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t01 = vTexCoord.xyxy + vec4(-dx2, -dy2, -dx1, -dy2);
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t02 = vTexCoord.xyxy + vec4( 0, -dy2, dx1, -dy2);
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t03 = vTexCoord.xyxy + vec4( dx2, -dy2, -dx2, -dy1);
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t04 = vTexCoord.xyxy + vec4(-dx1, -dy1, 0, -dy1);
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t05 = vTexCoord.xyxy + vec4( dx1, -dy1, dx2, -dy1);
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t06 = vTexCoord.xyxy + vec4(-dx2, 0, -dx1, 0);
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t07 = vTexCoord.xyxy + vec4( dx1, 0, dx2, 0);
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t08 = vTexCoord.xyxy + vec4(-dx2, dy1, -dx1, dy1);
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t09 = vTexCoord.xyxy + vec4( 0, dy1, dx1, dy1);
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t10 = vTexCoord.xyxy + vec4( dx2, dy1, -dx2, dy2);
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t11 = vTexCoord.xyxy + vec4(-dx1, dy2, 0, dy2);
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t12 = vTexCoord.xyxy + vec4( dx1, dy2, dx2, dy2);
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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 = 1) in vec4 t01;
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layout(location = 2) in vec4 t02;
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layout(location = 3) in vec4 t03;
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layout(location = 4) in vec4 t04;
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layout(location = 5) in vec4 t05;
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layout(location = 6) in vec4 t06;
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layout(location = 7) in vec4 t07;
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layout(location = 8) in vec4 t08;
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layout(location = 9) in vec4 t09;
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layout(location = 10) in vec4 t10;
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layout(location = 11) in vec4 t11;
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layout(location = 12) in vec4 t12;
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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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vec3 v[25];
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/*
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// Add the pixels which make up our window to the pixel array.
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for(int dX = -2; dX <= 2; ++dX) {
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for(int dY = -2; dY <= 2; ++dY) {
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vec2 offset = vec2(float(dX), float(dY));
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// If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the
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// pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the
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// bottom right pixel of the window at pixel[N-1].
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v[(dX + 2) * 5 + (dY + 2)] = texture(Source, vTexCoord.xy + offset * params.SourceSize.zw).rgb;
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}
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}
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*/
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v[0] = texture(Source, t01.xy).rgb;
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v[5] = texture(Source, t01.zw).rgb;
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v[10] = texture(Source, t02.xy).rgb;
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v[15] = texture(Source, t02.zw).rgb;
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v[20] = texture(Source, t03.xy).rgb;
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v[1] = texture(Source, t03.zw).rgb;
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v[6] = texture(Source, t04.xy).rgb;
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v[11] = texture(Source, t04.zw).rgb;
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v[16] = texture(Source, t05.xy).rgb;
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v[21] = texture(Source, t05.zw).rgb;
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v[2] = texture(Source, t06.xy).rgb;
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v[7] = texture(Source, t06.zw).rgb;
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v[12] = texture(Source, vTexCoord.xy).rgb;
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v[17] = texture(Source, t07.xy).rgb;
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v[22] = texture(Source, t07.zw).rgb;
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v[3] = texture(Source, t08.xy).rgb;
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v[8] = texture(Source, t08.zw).rgb;
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v[13] = texture(Source, t09.xy).rgb;
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v[18] = texture(Source, t09.zw).rgb;
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v[23] = texture(Source, t10.xy).rgb;
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v[4] = texture(Source, t10.zw).rgb;
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v[9] = texture(Source, t11.xy).rgb;
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v[14] = texture(Source, t11.zw).rgb;
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v[19] = texture(Source, t12.xy).rgb;
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v[24] = texture(Source, t12.zw).rgb;
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vec3 temp;
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t25(0, 1, 3, 4, 2, 4, 2, 3, 6, 7);
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t25(5, 7, 5, 6, 9, 7, 1, 7, 1, 4);
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t25(12, 13, 11, 13, 11, 12, 15, 16, 14, 16);
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t25(14, 15, 18, 19, 17, 19, 17, 18, 21, 22);
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t25(20, 22, 20, 21, 23, 24, 2, 5, 3, 6);
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t25(0, 6, 0, 3, 4, 7, 1, 7, 1, 4);
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t25(11, 14, 8, 14, 8, 11, 12, 15, 9, 15);
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t25(9, 12, 13, 16, 10, 16, 10, 13, 20, 23);
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t25(17, 23, 17, 20, 21, 24, 18, 24, 18, 21);
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t25(19, 22, 8, 17, 9, 18, 0, 18, 0, 9);
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t25(10, 19, 1, 19, 1, 10, 11, 20, 2, 20);
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t25(2, 11, 12, 21, 3, 21, 3, 12, 13, 22);
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t25(4, 22, 4, 13, 14, 23, 5, 23, 5, 14);
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t25(15, 24, 6, 24, 6, 15, 7, 16, 7, 19);
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t25(3, 11, 5, 17, 11, 17, 9, 17, 4, 10);
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t25(6, 12, 7, 14, 4, 6, 4, 7, 12, 14);
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t25(10, 14, 6, 7, 10, 12, 6, 10, 6, 17);
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t25(12, 17, 7, 17, 7, 10, 12, 18, 7, 12);
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t24(10, 18, 12, 20, 10, 20, 10, 12);
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FragColor = vec4(v[12], 1.0);
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} |