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- /**
- * Copyright (C) 2013 Jorge Jimenez ([email protected])
- * Copyright (C) 2013 Jose I. Echevarria ([email protected])
- * Copyright (C) 2013 Belen Masia ([email protected])
- * Copyright (C) 2013 Fernando Navarro ([email protected])
- * Copyright (C) 2013 Diego Gutierrez ([email protected])
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * 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. As clarification, there
- * is no requirement that the copyright notice and permission be included in
- * binary distributions 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.
- */
- #[vertex]
- #version 450
- layout(location = 0) out vec2 tex_coord;
- layout(location = 1) out vec4 offset;
- layout(push_constant, std430) uniform Params {
- vec2 inv_size;
- vec2 reserved;
- }
- params;
- void main() {
- vec2 vertex_base;
- if (gl_VertexIndex == 0) {
- vertex_base = vec2(-1.0, -1.0);
- } else if (gl_VertexIndex == 1) {
- vertex_base = vec2(-1.0, 3.0);
- } else {
- vertex_base = vec2(3.0, -1.0);
- }
- gl_Position = vec4(vertex_base, 0.0, 1.0);
- tex_coord = clamp(vertex_base, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
- offset = fma(params.inv_size.xyxy, vec4(1.0, 0.0, 0.0, 1.0), tex_coord.xyxy);
- }
- #[fragment]
- #version 450
- layout(location = 0) in vec2 tex_coord;
- layout(location = 1) in vec4 offset;
- layout(set = 0, binding = 0) uniform sampler2D color_tex;
- layout(set = 1, binding = 0) uniform sampler2D blend_tex;
- layout(location = 0) out vec4 out_color;
- layout(push_constant, std430) uniform Params {
- vec2 inv_size;
- vec2 reserved;
- }
- params;
- #define textureLinear(tex, uv) srgb_to_linear(textureLod(tex, uv, 0.0).rgb)
- vec3 linear_to_srgb(vec3 color) {
- // If going to srgb, clamp from 0 to 1.
- color = clamp(color, vec3(0.0), vec3(1.0));
- const vec3 a = vec3(0.055f);
- return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
- }
- vec3 srgb_to_linear(vec3 color) {
- return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
- }
- void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) {
- if (cond.x) {
- variable.x = value.x;
- }
- if (cond.y) {
- variable.y = value.y;
- }
- }
- void SMAAMovc(bvec4 cond, inout vec4 variable, vec4 value) {
- SMAAMovc(cond.xy, variable.xy, value.xy);
- SMAAMovc(cond.zw, variable.zw, value.zw);
- }
- void main() {
- vec4 a;
- a.x = texture(blend_tex, offset.xy).a;
- a.y = texture(blend_tex, offset.zw).g;
- a.wz = texture(blend_tex, tex_coord).xz;
- if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
- out_color = textureLod(color_tex, tex_coord, 0.0);
- } else {
- bool h = max(a.x, a.z) > max(a.y, a.w);
- vec4 blending_offset = vec4(0.0, a.y, 0.0, a.w);
- vec2 blending_weight = a.yw;
- SMAAMovc(bvec4(h, h, h, h), blending_offset, vec4(a.x, 0.0, a.z, 0.0));
- SMAAMovc(bvec2(h, h), blending_weight, a.xz);
- blending_weight /= dot(blending_weight, vec2(1.0, 1.0));
- vec4 blending_coord = fma(blending_offset, vec4(params.inv_size.xy, -params.inv_size.xy), tex_coord.xyxy);
- out_color.rgb = blending_weight.x * textureLinear(color_tex, blending_coord.xy);
- out_color.rgb += blending_weight.y * textureLinear(color_tex, blending_coord.zw);
- out_color.rgb = linear_to_srgb(out_color.rgb);
- out_color.a = texture(color_tex, tex_coord).a;
- }
- }
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