slang-shaders/edge-smoothing/eagle/shaders/supereagle.slang
fishcu 259ff81f4b
Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469)
* 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/
2023-08-12 18:09:28 -05:00

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
vec3 dtt = vec3(65536.0,255.0,1.0);
float reduce(vec3 color)
{
return dot(color, dtt);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
layout(location = 4) out vec4 t4;
layout(location = 5) out vec4 t5;
layout(location = 6) out vec4 t6;
layout(location = 7) out vec4 t7;
layout(location = 8) out vec4 t8;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float dx = global.SourceSize.z;
float dy = global.SourceSize.w;
t1.xy = vTexCoord + vec2(-dx,-dy);
t1.zw = vTexCoord + vec2(-dx, 0);
t2.xy = vTexCoord + vec2(+dx,-dy);
t2.zw = vTexCoord + vec2(+dx+dx,-dy);
t3.xy = vTexCoord + vec2(-dx, 0);
t3.zw = vTexCoord + vec2(+dx, 0);
t4.xy = vTexCoord + vec2(+dx+dx, 0);
t4.zw = vTexCoord + vec2(-dx,+dy);
t5.xy = vTexCoord + vec2( 0,+dy);
t5.zw = vTexCoord + vec2(+dx,+dy);
t6.xy = vTexCoord + vec2(+dx+dx,+dy);
t6.zw = vTexCoord + vec2(-dx,+dy+dy);
t7.xy = vTexCoord + vec2( 0,+dy+dy);
t7.zw = vTexCoord + vec2(+dx,+dy+dy);
t8.xy = vTexCoord + vec2(+dx+dx,+dy+dy);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 4) in vec4 t4;
layout(location = 5) in vec4 t5;
layout(location = 6) in vec4 t6;
layout(location = 7) in vec4 t7;
layout(location = 8) in vec4 t8;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
/* GET_RESULT function */
/* Copyright (c) 1999-2001 by Derek Liauw Kie Fa */
/* License: GNU-GPL */
int GET_RESULT(float A, float B, float C, float D)
{
int x = 0; int y = 0; int r = 0;
if (A == C) x+=1; else if (B == C) y+=1;
if (A == D) x+=1; else if (B == D) y+=1;
if (x <= 1) r+=1;
if (y <= 1) r-=1;
return r;
}
void main()
{
vec2 fp = fract(vTexCoord * global.SourceSize.xy);
// Reading the texels
vec3 C0 = texture(Source, t1.xy).xyz;
vec3 C1 = texture(Source, t1.zw).xyz;
vec3 C2 = texture(Source, t2.xy).xyz;
vec3 D3 = texture(Source, t2.zw).xyz;
vec3 C3 = texture(Source, t3.xy).xyz;
vec3 C4 = texture(Source, vTexCoord).xyz;
vec3 C5 = texture(Source, t3.zw).xyz;
vec3 D4 = texture(Source, t4.xy).xyz;
vec3 C6 = texture(Source, t4.zw).xyz;
vec3 C7 = texture(Source, t5.xy).xyz;
vec3 C8 = texture(Source, t5.zw).xyz;
vec3 D5 = texture(Source, t6.xy).xyz;
vec3 D0 = texture(Source, t6.zw).xyz;
vec3 D1 = texture(Source, t7.xy).xyz;
vec3 D2 = texture(Source, t7.zw).xyz;
vec3 D6 = texture(Source, t8.xy).xyz;
vec3 p00,p10,p01,p11;
// reducing vec3 to float
float c0 = reduce(C0);float c1 = reduce(C1);
float c2 = reduce(C2);float c3 = reduce(C3);
float c4 = reduce(C4);float c5 = reduce(C5);
float c6 = reduce(C6);float c7 = reduce(C7);
float c8 = reduce(C8);float d0 = reduce(D0);
float d1 = reduce(D1);float d2 = reduce(D2);
float d3 = reduce(D3);float d4 = reduce(D4);
float d5 = reduce(D5);float d6 = reduce(D6);
/* SuperEagle code */
/* Copied from the Dosbox source code */
/* Copyright (C) 2002-2007 The DOSBox Team */
/* License: GNU-GPL */
/* Adapted by guest(r) on 16.4.2007 */
if (c4 != c8) {
if (c7 == c5) {
p01 = p10 = C7;
if ((c6 == c7) || (c5 == c2)) {
p00 = 0.25*(3.0*C7+C4);
} else {
p00 = 0.5*(C4+C5);
}
if ((c5 == d4) || (c7 == d1)) {
p11 = 0.25*(3.0*C7+C8);
} else {
p11 = 0.5*(C7+C8);
}
} else {
p11 = 0.125*(6.0*C8+C7+C5);
p00 = 0.125*(6.0*C4+C7+C5);
p10 = 0.125*(6.0*C7+C4+C8);
p01 = 0.125*(6.0*C5+C4+C8);
}
} else {
if (c7 != c5) {
p11 = p00 = C4;
if ((c1 == c4) || (c8 == d5)) {
p01 = 0.25*(3.0*C4+C5);
} else {
p01 = 0.5*(C4+C5);
}
if ((c8 == d2) || (c3 == c4)) {
p10 = 0.25*(3.0*C4+C7);
} else {
p10 = 0.5*(C7+C8);
}
} else {
int r = 0;
r += GET_RESULT(c5,c4,c6,d1);
r += GET_RESULT(c5,c4,c3,c1);
r += GET_RESULT(c5,c4,d2,d5);
r += GET_RESULT(c5,c4,c2,d4);
if (r > 0) {
p01 = p10 = C7;
p00 = p11 = 0.5*(C4+C5);
} else if (r < 0) {
p11 = p00 = C4;
p01 = p10 = 0.5*(C4+C5);
} else {
p11 = p00 = C4;
p01 = p10 = C7;
}
}
}
// Distributing the four products
p10 = (fp.x < 0.50) ? (fp.y < 0.50 ? p00 : p10) : (fp.y < 0.50 ? p01: p11);
FragColor = vec4(p10, 1.0);
}