mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-06-02 19:38:36 -04:00
63edcb38db
Some improvements added.
136 lines
4.6 KiB
Plaintext
136 lines
4.6 KiB
Plaintext
#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);
|
|
}
|