mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +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/
127 lines
3.2 KiB
Plaintext
127 lines
3.2 KiB
Plaintext
#version 450
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/*
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Scale3x
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Filter: Nearest
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Scale: 3x
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Scale3x is real-time graphics effect able to increase the size of small bitmaps guessing the missing pixels without blurring the images.
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It was originally developed for the AdvanceMAME project in the year 2001 to improve the quality of old games with a low video resolution.
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Homepage: http://scale2x.sourceforge.net/
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Copyright (C) 2001, 2002, 2003, 2004 Andrea Mazzoleni
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License: GNU-GPL
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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 saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(a,b,c) mix(a,b,c)
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#define mul(a,b) (b*a)
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#define fmod(c,d) mod(c,d)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define decal Source
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bool eq(float3 A, float3 B){
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return (A==B);
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}
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bool neq(float3 A, float3 B){
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return (A!=B);
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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 texCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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void main()
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{
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gl_Position = global.MVP * Position;
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texCoord = TexCoord;
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float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1 = texCoord.xxxy + float4(-dx, 0, dx,-dy); // A, B, C
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t2 = texCoord.xxxy + float4(-dx, 0, dx, 0); // D, E, F
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t3 = texCoord.xxxy + float4(-dx, 0, dx, dy); // G, H, I
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texCoord;
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layout(location = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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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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// subpixel determination
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float2 fp = floor(3.0 * frac(texCoord*params.SourceSize.xy));
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/*
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A B C E0 E1 E2
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D E F E3 E4 E5
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G H I E6 E7 E8
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*/
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// reading the texels
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float3 A = tex2D(decal, t1.xw).xyz;
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float3 B = tex2D(decal, t1.yw).xyz;
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float3 C = tex2D(decal, t1.zw).xyz;
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float3 D = tex2D(decal, t2.xw).xyz;
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float3 E = tex2D(decal, t2.yw).xyz;
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float3 F = tex2D(decal, t2.zw).xyz;
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float3 G = tex2D(decal, t3.xw).xyz;
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float3 H = tex2D(decal, t3.yw).xyz;
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float3 I = tex2D(decal, t3.zw).xyz;
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// equality checks
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bool eqBD = eq(B,D), eqBF = eq(B,F), eqHD = eq(H,D), eqHF = eq(H,F), neqEA = neq(E,A), neqEC = neq(E,C), neqEG = neq(E,G), neqEI = neq(E,I);
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// rules
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float3 E0 = eqBD ? B : E;
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float3 E1 = eqBD && neqEC || eqBF && neqEA ? B : E;
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float3 E2 = eqBF ? B : E;
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float3 E3 = eqBD && neqEG || eqHD && neqEA ? D : E;
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float3 E5 = eqBF && neqEI || eqHF && neqEC ? F : E;
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float3 E6 = eqHD ? H : E;
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float3 E7 = eqHD && neqEI || eqHF && neqEG ? H : E;
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float3 E8 = eqHF ? H : E;
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// general condition & subpixel output
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FragColor = vec4(neq(B,H) && neq(D,F) ? (fp.y == 0 ? (fp.x == 0 ? E0 : fp.x == 1 ? E1 : E2) : (fp.y == 1 ? (fp.x == 0 ? E3 : fp.x == 1 ? E : E5) : (fp.x == 0 ? E6 : fp.x == 1 ? E7 : E8))) : E, 1.0);
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} |