mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-29 19:01:31 +11:00
101 lines
3.1 KiB
Plaintext
101 lines
3.1 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Reverse Antialiasing Shader
|
|
|
|
Adapted from the C source (see Copyright below) to shader
|
|
cg language by Hyllian/Jararaca - sergiogdb@gmail.com
|
|
|
|
This shader works best in 2x scale.
|
|
|
|
*/
|
|
|
|
/*
|
|
*
|
|
* Copyright (c) 2012, Christoph Feck <christoph@maxiom.de>
|
|
* All Rights reserved.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
*
|
|
* * Redistributions of source code must retain the above copyright notice,
|
|
* this list of conditions and the following disclaimer.
|
|
*
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
|
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
|
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
|
|
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
|
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
|
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
|
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
|
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
|
* POSSIBILITY OF SUCH DAMAGE.
|
|
*
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OutputSize;
|
|
float REVERSEAA_SHARPNESS;
|
|
} params;
|
|
|
|
#pragma parameter REVERSEAA_SHARPNESS "ReverseAA Sharpness" 2.0 0.0 10.0 0.01
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#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;
|
|
|
|
#define P(x,y) texture(Source, coord + params.SourceSize.zw * vec2(x, y)).rgb
|
|
|
|
vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
|
|
{
|
|
vec3 t, m;
|
|
mat4x3 pre = mat4x3(pre2, pre1, px, pos1);
|
|
mat4x3 pos = mat4x3(pre1, px, pos1, pos2);
|
|
mat4x3 df = pos - pre;
|
|
|
|
m = 0.5 - abs(px - 0.5);
|
|
m = params.REVERSEAA_SHARPNESS * min(m, min(abs(df[1]), abs(df[2])));
|
|
t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16;
|
|
t = clamp(t, -m, m);
|
|
|
|
return t;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 pos = fract(vTexCoord * params.SourceSize.xy) - vec2(0.5, 0.5);
|
|
vec2 coord = vTexCoord - pos * params.SourceSize.zw;
|
|
|
|
vec3 E = P( 0, 0);
|
|
vec3 _tx = res2x(P(-2,0), P(-1,0), E, P(1,0), P(2,0)) * pos.x;
|
|
vec3 _ty = res2x(P(0,-2), P(0,-1), E, P(0,1), P(0,2)) * pos.y;
|
|
vec3 res = clamp(E + 2.0*(_tx + _ty), 0.0, 1.0);
|
|
|
|
FragColor = vec4(res, 1.0);
|
|
}
|