mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-02 04:11:30 +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/
62 lines
1.6 KiB
Plaintext
62 lines
1.6 KiB
Plaintext
#version 450
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// SPDX-License-Identifier: Unlicense
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#pragma name FSR_EASU
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// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
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// filter_linear0 = true
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// scale_type0 = viewport
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// scale0 = 1.0
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layout(push_constant) uniform Push {
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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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mat4 MVP;
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} global;
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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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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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#define A_GPU 1
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#define A_GLSL 1
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#include "ffx_a.h"
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#define FSR_EASU_F 1
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AU4 con0, con1, con2, con3;
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AF4 FsrEasuRF(AF2 p) { return textureGather(Source, p, 0); }
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AF4 FsrEasuGF(AF2 p) { return textureGather(Source, p, 1); }
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AF4 FsrEasuBF(AF2 p) { return textureGather(Source, p, 2); }
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#include "ffx_fsr1.h"
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void main() {
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FsrEasuCon(con0, con1, con2, con3,
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params.SourceSize.x, params.SourceSize.y, // Viewport size (top left aligned) in the input image which is to be scaled.
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params.SourceSize.x, params.SourceSize.y, // The size of the input image.
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params.OutputSize.x, params.OutputSize.y); // The output resolution.
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AU2 gxy = AU2(vTexCoord.xy * params.OutputSize.xy); // Integer pixel position in output.
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AF3 Gamma2Color = AF3(0, 0, 0);
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FsrEasuF(Gamma2Color, gxy, con0, con1, con2, con3);
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FragColor = vec4(Gamma2Color, 1.0);
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}
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