slang-shaders/sharpen/shaders/diff.slang
hunterk c10a40e656
Replace "Original" texture with stock reference pass (#343)
* update shaders that use Original to use a reference pass instead for append/prepend readiness

* remove some extraneous files

* fix super-xbr preset that was already broken apparently
2022-12-23 23:31:11 -06:00

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#version 450
/*
Super-res shader - Shiandow
Ported from Shiandow's code by Hyllian, 2016.
This file is a part of MPDN Extensions.
https://github.com/zachsaw/MPDN_Extensions
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3.0 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library.
*/
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;
#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;
layout(set = 0, binding = 3) uniform sampler2D diff_refpass;
const vec3 Y = vec3(.2126, .7152, .0722);
float RGBtoYUV(vec3 color)
{
return dot(color, Y);
}
void main()
{
vec2 tex = vTexCoord;
vec4 c0 = texture(Source, tex);
vec4 c1 = texture(diff_refpass, tex);
FragColor = vec4(c0.xyz - c1.xyz, RGBtoYUV(c0.rgb));
}