mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
74 lines
2.4 KiB
C++
74 lines
2.4 KiB
C++
/*
|
|
* Copyright (C) 2003 Maxim Stepin ( maxst@hiend3d.com )
|
|
*
|
|
* Copyright (C) 2010 Cameron Zemek ( grom@zeminvaders.net )
|
|
*
|
|
* Copyright (C) 2014 Jules Blok ( jules@aerix.nl )
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
|
*/
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
layout(set = 0, binding = 3) uniform sampler2D LUT;
|
|
layout(set = 0, binding = 4) uniform sampler2D Original;
|
|
|
|
void main()
|
|
{
|
|
vec2 fp = fract(vTexCoord * registers.SourceSize.xy);
|
|
vec2 quad = sign(-0.5 + fp);
|
|
|
|
float dx = registers.SourceSize.z;
|
|
float dy = registers.SourceSize.w;
|
|
|
|
vec3 p1 = texture(Original, vTexCoord).rgb;
|
|
vec3 p2 = texture(Original, vTexCoord + vec2(dx, dy) * quad).rgb;
|
|
vec3 p3 = texture(Original, vTexCoord + vec2(dx, 0.0) * quad).rgb;
|
|
vec3 p4 = texture(Original, vTexCoord + vec2(0.0, dy) * quad).rgb;
|
|
vec3 pixels[4];
|
|
pixels[0] = p1.xyz;
|
|
pixels[1] = p2.xyz;
|
|
pixels[2] = p3.xyz;
|
|
pixels[3] = p4.xyz;
|
|
|
|
vec2 index = texture(Source, vTexCoord).xy * vec2(255.0, 15.0 * (SCALE * SCALE));
|
|
index.y += dot(floor(fp * SCALE), vec2(1.0, SCALE));
|
|
|
|
vec2 step = 1.0 / vec2(256.0, 16.0 * (SCALE * SCALE));
|
|
vec2 offset = step / 2.0;
|
|
vec4 weights = texture(LUT, index * step + offset);
|
|
float sum = dot(weights, vec4(1.0));
|
|
vec4 tmp = vec4(float((weights/sum).x), float((weights/sum).y), float((weights/sum).z), float((weights/sum).w));
|
|
vec3 res = tmp.x * pixels[0];
|
|
res = res + tmp.y * pixels[1];
|
|
res = res + tmp.z * pixels[2];
|
|
res = res + tmp.w * pixels[3];
|
|
|
|
FragColor = vec4(res.xyz, 1.0);
|
|
}
|