slang-shaders/dithering/shaders/sgenpt-mix.slang
Hyllian 63edcb38db
Update sgenpt-mix.slang
Some improvements added.
2024-02-14 18:43:26 -03:00

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#version 450
/*
SGENPT-MIX - Sega Genesis Pseudo Transparency Mixer Shader - v9b
2011-2024 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SGPT_BLEND_OPTION;
float SGPT_BLEND_LEVEL;
float SGPT_ADJUST_VIEW;
float SGPT_LINEAR_GAMMA;
} params;
#pragma parameter SGPT_BLEND_OPTION "0: OFF | 1: VL+CB | 2: Only VL | 3: Only CB" 1.0 0.0 3.0 1.0
#pragma parameter SGPT_BLEND_LEVEL "SGENPT-MIX Blend Level" 0.85 0.0 1.0 0.05
#pragma parameter SGPT_ADJUST_VIEW "SGENPT-MIX Adjust View" 0.0 0.0 1.0 1.0
#pragma parameter SGPT_LINEAR_GAMMA "SGENPT-MIX Use Linear Gamma" 1.0 0.0 1.0 1.0
#define SGPT_BLEND_OPTION params.SGPT_BLEND_OPTION
#define SGPT_BLEND_LEVEL params.SGPT_BLEND_LEVEL
#define SGPT_ADJUST_VIEW params.SGPT_ADJUST_VIEW
#define SGPT_LINEAR_GAMMA params.SGPT_LINEAR_GAMMA
#define GAMMA_EXP (SGPT_LINEAR_GAMMA+1.0)
#define GAMMA_IN(color) pow(color, vec3(GAMMA_EXP, GAMMA_EXP, GAMMA_EXP))
#define GAMMA_OUT(color) pow(color, vec3(1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP))
//const vec3 Y = vec3(.2126, .7152, .0722);
const vec3 Y = vec3( 0.299, 0.587, 0.114);
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
//vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return clamp(central, adj1, adj2);}
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
// Reading the texels.
vec3 C = GAMMA_IN(texture(Source, vTexCoord ).xyz);
vec3 L = GAMMA_IN(texture(Source, vTexCoord -dx).xyz);
vec3 R = GAMMA_IN(texture(Source, vTexCoord +dx).xyz);
// Get min/max samples
vec3 min_sample = min_s(C, L, R);
vec3 max_sample = max_s(C, L, R);
float contrast = dot(max(C, max(L, R)) - min(C, min(L, R)), Y);
contrast = smoothstep(0.0, 1.0, (1.0 - SGPT_BLEND_LEVEL) * contrast);
if (SGPT_BLEND_OPTION == 2) // Only Vertical Lines
{
vec3 UL = GAMMA_IN(texture(Source, vTexCoord -dx -dy).xyz);
vec3 UR = GAMMA_IN(texture(Source, vTexCoord +dx -dy).xyz);
vec3 DL = GAMMA_IN(texture(Source, vTexCoord -dx +dy).xyz);
vec3 DR = GAMMA_IN(texture(Source, vTexCoord +dx +dy).xyz);
min_sample = max_s(min_sample, min_s(C, DL, DR), min_s(C, UL, UR));
max_sample = min_s(max_sample, max_s(C, DL, DR), max_s(C, UL, UR));
}
else if (SGPT_BLEND_OPTION == 3) // Only Checkerboard
{
vec3 U = GAMMA_IN(texture(Source, vTexCoord -dy).xyz);
vec3 D = GAMMA_IN(texture(Source, vTexCoord +dy).xyz);
min_sample = max(min_sample, min_s(C, U, D));
max_sample = min(max_sample, max_s(C, U, D));
}
vec3 col_L = 0.5*( C + L + contrast*( C - L ));
vec3 col_R = 0.5*( C + R + contrast*( C - R ));
float contrast_L = dot(abs(C - col_L), Y);
float contrast_R = dot(abs(C - col_R), Y);
// Choose smaller contrast
vec3 color = contrast_R < contrast_L ? col_R : col_L;
color = SGPT_BLEND_OPTION > 0.5 ? clamp(color, min_sample, max_sample) : C;
color = SGPT_ADJUST_VIEW > 0.5 ? vec3(dot(abs(C-color), vec3(1.0, 1.0, 1.0))) : color;
FragColor = vec4(GAMMA_OUT(color), 1.0);
}