mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +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
1.4 KiB
Plaintext
62 lines
1.4 KiB
Plaintext
#version 450
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/*
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Fragment shader based on "Improved texture interpolation" by Iñigo Quílez
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Original description: http://www.iquilezles.org/www/articles/texture/texture.htm
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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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#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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{
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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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void main()
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{
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vec2 p = vTexCoord.xy;
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p = p * params.SourceSize.xy + vec2(0.5, 0.5);
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vec2 i = floor(p);
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vec2 f = p - i;
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// Smoothstep - amazingly, smoothstep() is slower than calculating directly the expression!
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// f = smoothstep(0.0, 1.0, f);
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// f = f * f * ( -2.0 * f + 3.0);
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// Quilez - This is sharper than smoothstep.
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//f = f * f * f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0));
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// smootheststep - This is even sharper than Quilez!
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f = f * f * f * f * (f * (f * (-20.0 * f + vec2(70.0, 70.0)) - vec2(84.0, 84.0)) + vec2(35.0, 35.0));
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p = i + f;
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p = (p - vec2(0.5, 0.5)) * params.SourceSize.zw;
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// final sum and weight normalization
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FragColor = vec4(texture(Source, p).rgb, 1.0);
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} |