mirror of
https://github.com/italicsjenga/slang-shaders.git
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157 lines
4.1 KiB
Plaintext
Executable file
157 lines
4.1 KiB
Plaintext
Executable file
#version 450
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// MIT License
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// Copyright (c) 2019 bloc97
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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 all
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// 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 THE
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// SOFTWARE.
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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 STRENGTH_PUSH, STRENGTH_GRAD;
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} params;
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#pragma parameter STRENGTH_GRAD "Gradient strength" 0.3 0.0 1.0 0.1
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#define STRENGTH_GRAD params.STRENGTH_GRAD
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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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//#define strength 0.7
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float min3(vec4 a, vec4 b, vec4 c) {
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return min(min(a.a, b.a), c.a);
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}
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float max3(vec4 a, vec4 b, vec4 c) {
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return max(max(a.a, b.a), c.a);
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}
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vec4 getAverage(vec4 cc, vec4 a, vec4 b, vec4 c) {
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return cc * (1 - STRENGTH_GRAD) + ((a + b + c) / 3) * STRENGTH_GRAD;
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}
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void main()
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{
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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vec4 cc = texture(Source, vTexCoord); //Current Color
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vec4 t = texture(Source, vTexCoord + vec2( 0, -dy));
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vec4 tl = texture(Source, vTexCoord + vec2(-dx, -dy));
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vec4 tr = texture(Source, vTexCoord + vec2( dx, -dy));
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vec4 l = texture(Source, vTexCoord + vec2(-dx, 0));
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vec4 r = texture(Source, vTexCoord + vec2( dx, 0));
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vec4 b = texture(Source, vTexCoord + vec2( 0, dy));
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vec4 bl = texture(Source, vTexCoord + vec2(-dx, dy));
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vec4 br = texture(Source, vTexCoord + vec2( dx, dy));
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vec4 lightestColor = cc;
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//Kernel 0 and 4
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float maxDark = max3(br, b, bl);
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float minLight = min3(tl, t, tr);
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if (minLight > cc.a && minLight > maxDark) {
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FragColor = getAverage(cc, tl, t, tr);
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return;
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} else {
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maxDark = max3(tl, t, tr);
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minLight = min3(br, b, bl);
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if (minLight > cc.a && minLight > maxDark) {
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FragColor = getAverage(cc, br, b, bl);
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return;
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}
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}
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//Kernel 1 and 5
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maxDark = max3(cc, l, b);
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minLight = min3(r, t, tr);
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if (minLight > maxDark) {
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FragColor = getAverage(cc, r, t, tr);
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return;
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} else {
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maxDark = max3(cc, r, t);
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minLight = min3(bl, l, b);
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if (minLight > maxDark) {
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FragColor = getAverage(cc, bl, l, b);
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return;
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}
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}
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//Kernel 2 and 6
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maxDark = max3(l, tl, bl);
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minLight = min3(r, br, tr);
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if (minLight > cc.a && minLight > maxDark) {
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FragColor = getAverage(cc, r, br, tr);
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return;
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} else {
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maxDark = max3(r, br, tr);
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minLight = min3(l, tl, bl);
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if (minLight > cc.a && minLight > maxDark) {
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FragColor = getAverage(cc, l, tl, bl);
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return;
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}
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}
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//Kernel 3 and 7
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maxDark = max3(cc, l, t);
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minLight = min3(r, br, b);
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if (minLight > maxDark) {
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FragColor = getAverage(cc, r, br, b);
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return;
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} else {
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maxDark = max3(cc, r, b);
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minLight = min3(t, l, tl);
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if (minLight > maxDark) {
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FragColor = getAverage(cc, t, l, tl);
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return;
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}
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}
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FragColor = cc;
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} |