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https://github.com/italicsjenga/slang-shaders.git
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22c21cc56e
- Smooths checkerboard dithering.
122 lines
3.7 KiB
Plaintext
122 lines
3.7 KiB
Plaintext
#version 450
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/*
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Checkerboard Dedither - pass3
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2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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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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float CD_HUD_DETAILS;
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float CD_ADJUST_VIEW;
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} params;
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#pragma parameter CD_HUD_DETAILS " Details Threshold" 1.0 0.0 5.0 1.0
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#pragma parameter CD_ADJUST_VIEW " Adjust View" 0.0 0.0 1.0 1.0
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#define CD_HUD_DETAILS params.CD_HUD_DETAILS
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#define CD_ADJUST_VIEW params.CD_ADJUST_VIEW
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#define GAMMA_EXP 2.0
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#define GAMMA_IN(color) pow(color, vec3(GAMMA_EXP, GAMMA_EXP, GAMMA_EXP))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP))
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const float Delta = 0.000000001;
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
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vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
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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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layout(set = 0, binding = 3) uniform sampler2D LinearGamma;
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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec4 C = texture(Source, vTexCoord );
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vec4 L = texture(Source, vTexCoord -dx );
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vec4 R = texture(Source, vTexCoord +dx );
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vec4 U = texture(Source, vTexCoord -dy);
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vec4 D = texture(Source, vTexCoord +dy);
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vec4 UL = texture(Source, vTexCoord -dx -dy);
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vec4 UR = texture(Source, vTexCoord +dx -dy);
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vec4 DL = texture(Source, vTexCoord -dx +dy);
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vec4 DR = texture(Source, vTexCoord +dx +dy);
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vec3 color = C.rgb;
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vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
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float count = 0.0;
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float count2 = 0.0;
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// UL U UR
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// L C R
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// DL D DR
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count += step(Delta, L.a);
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count += step(Delta, R.a);
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count += step(Delta, U.a);
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count += step(Delta, D.a);
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count += step(Delta, UL.a*UR.a*DL.a*DR.a);
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count2 += (step(Delta, L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a));
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if ((count < CD_HUD_DETAILS) && (count2 < 1.0))
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color = oriC;
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float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
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color = mix(color, vec3(luma_diff), CD_ADJUST_VIEW);
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FragColor = vec4(GAMMA_OUT(color), 1.0);
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}
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