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https://github.com/libretro/slang-shaders.git
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e8287f250e
- Add mixed-res shaders in downsample folder; - Presets for 2x, 3x and 4x downsample added.
82 lines
2.4 KiB
Plaintext
82 lines
2.4 KiB
Plaintext
#version 450
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/*
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Hyllian's high resolution tagger Shader
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Copyright (C) 2011-2024 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float IR_SCALE;
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} params;
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#pragma parameter IR_SCALE "INTERNAL RESOLUTION SCALE" 1.0 1.0 8.0 1.0
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#pragma parameter B_VIEW "SHOW HIRES DETECTION" 0.0 0.0 1.0 1.0
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#pragma parameter B_TRESH "BLUR THRESHOLD" 0.2 0.0 1.0 0.01
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#define IR_SCALE params.IR_SCALE
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define SCALE 1.0
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void main()
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{
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vec2 tex = (floor(vTexCoord*params.SourceSize.xy/IR_SCALE) + vec2(0.5, 0.5))*IR_SCALE/params.SourceSize.xy;
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vec2 g1 = vec2(IR_SCALE/params.SourceSize.x, 0.0);
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vec2 g2 = vec2(0.0, IR_SCALE/params.SourceSize.y);
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float k0 = texture(Source, tex +0.1*g1+0.1*g2).a;
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float k1 = texture(Source, tex).a;
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float hires = (k0==k1) ? 0.0 : 1.0;
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FragColor = vec4(texture(Source, vTexCoord).rgb, hires);
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}
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