mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
101 lines
2.2 KiB
Plaintext
101 lines
2.2 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Scale2xPlus shader
|
|
|
|
- Copyright (C) 2007 guest(r) - guest.r@gmail.com
|
|
|
|
- License: GNU-GPL
|
|
|
|
|
|
The Scale2x algorithm:
|
|
|
|
- Scale2x Homepage: http://scale2x.sourceforge.net/
|
|
|
|
- Copyright (C) 2001, 2002, 2003, 2004 Andrea Mazzoleni
|
|
|
|
- License: GNU-GPL
|
|
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#define saturate(c) clamp(c, 0.0, 1.0)
|
|
#define lerp(a,b,c) mix(a,b,c)
|
|
#define mul(a,b) (b*a)
|
|
#define fmod(c,d) mod(c,d)
|
|
#define frac(c) fract(c)
|
|
#define tex2D(c,d) texture(c,d)
|
|
#define float2 vec2
|
|
#define float3 vec3
|
|
#define float4 vec4
|
|
#define int2 ivec2
|
|
#define int3 ivec3
|
|
#define int4 ivec4
|
|
#define bool2 bvec2
|
|
#define bool3 bvec3
|
|
#define bool4 bvec4
|
|
#define float2x2 mat2x2
|
|
#define float3x3 mat3x3
|
|
#define float4x4 mat4x4
|
|
|
|
#define decal Source
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 texCoord;
|
|
layout(location = 1) out vec4 t1;
|
|
layout(location = 2) out vec4 t2;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
texCoord = TexCoord; // E
|
|
|
|
float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
|
|
float dx = ps.x;
|
|
float dy = ps.y;
|
|
|
|
t1 = TexCoord.xyxy + float4( 0,-dy,-dx, 0); // B, D
|
|
t2 = TexCoord.xyxy + float4( dx, 0, 0, dy); // F, H
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 texCoord;
|
|
layout(location = 1) in vec4 t1;
|
|
layout(location = 2) in vec4 t2;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
float2 fp = frac(texCoord*params.SourceSize.xy);
|
|
|
|
// Reading the texels
|
|
|
|
float3 B = tex2D(decal, t1.xy).xyz;
|
|
float3 D = tex2D(decal, t1.zw).xyz;
|
|
float3 E = tex2D(decal, texCoord).xyz;
|
|
float3 F = tex2D(decal, t2.xy).xyz;
|
|
float3 H = tex2D(decal, t2.zw).xyz;
|
|
|
|
float3 E0 = D == B && B != H && D != F ? D : E;
|
|
float3 E1 = B == F && B != H && D != F ? F : E;
|
|
float3 E2 = D == H && B != H && D != F ? D : E;
|
|
float3 E3 = H == F && B != H && D != F ? F : E;
|
|
|
|
// Product interpolation
|
|
FragColor = float4((E3*fp.x+E2*(1-fp.x))*fp.y+(E1*fp.x+E0*(1-fp.x))*(1-fp.y),1);
|
|
} |