slang-shaders/edge-smoothing/ddt/shaders/3-point.slang
Hyllian 40f5d882c8 Add n64 3-point and relief shaders
- Known N64 3-point texture filter, now in slang;
- Relief shader. Gives some bump to pixel art games.
2024-04-17 15:11:12 -03:00

79 lines
1.7 KiB
Plaintext

#version 450
/*
N64 3-point Shader
Implemented by Hyllian - 2024
*/
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;
vec3 three_point(vec2 fp, vec3 A, vec3 B, vec3 C)
{
return (A + fp.x*(B-A) + fp.y*(C-A));
}
#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 vec2 loc;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w);
float dx = ps.x;
float dy = ps.y;
t1.xy = vec2( dx, 0); // F
t1.zw = vec2( 0, dy); // H
loc = vTexCoord*params.SourceSize.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec2 loc;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 tc = (floor(loc-vec2(0.5,0.5))+vec2(0.5,0.5));
vec2 fp = loc - tc;
tc = tc/params.SourceSize.xy;
vec2 dx = vec2(1.0, 0.0)/params.SourceSize.xy;
vec2 dy = vec2(0.0, 1.0)/params.SourceSize.xy;
vec3 E = texture(Source, tc ).rgb;
vec3 F = texture(Source, tc + dx ).rgb;
vec3 H = texture(Source, tc + dy).rgb;
vec3 I = texture(Source, tc + dx + dy).rgb;
// E F
// H I
vec3 res = mix(three_point(fp, E, F, H), three_point(1-fp, I, H, F), step(1.0, fp.x+fp.y));
FragColor = vec4(res, 1.0);
}