RetroArch-Wii-U-Slang-Shaders/border/shaders/bigblur.slang
2020-04-26 18:03:54 -05:00

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Text

#version 450
// BigBlur by hunterk
// license: public domain
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
float aspect_x;
float aspect_y;
float border_zoom;
float BRIGHTNESS;
float integer_scale;
float overscale;
float scanline_toggle;
float interp_toggle;
float THICKNESS;
float DARKNESS;
float OS_MASK_TOP;
float OS_MASK_BOTTOM;
float OS_MASK_LEFT;
float OS_MASK_RIGHT;
} params;
#pragma parameter aspect_x "Aspect Ratio Numerator" 64.0 1.0 256. 1.0
#pragma parameter aspect_y "Aspect Ratio Denominator" 49.0 1.0 256. 1.0
#pragma parameter border_zoom "Border Zoom" 1.5 0.5 10 0.5
#pragma parameter BRIGHTNESS "Border Brightness Mod" 0.0 -1.0 1.0 0.05
#pragma parameter integer_scale "Force Integer Scaling" 1.0 0.0 1.0 1.0
#pragma parameter overscale "Integer Overscale" 0.0 0.0 1.0 1.0
#pragma parameter scanline_toggle "Scanline Toggle" 0.0 0.0 1.0 1.0
#pragma parameter interp_toggle "Sharpen Linear Scaling" 0.0 0.0 1.0 1.0
#pragma parameter THICKNESS "Scanline Thickness" 2.0 1.0 12.0 1.0
#pragma parameter DARKNESS "Scanline Darkness" 0.35 0.0 1.0 0.05
#pragma parameter OS_MASK_TOP "OS Mask Top" 0.0 0.0 1.0 0.005
#pragma parameter OS_MASK_BOTTOM "OS Mask Bottom" 0.0 0.0 1.0 0.005
#pragma parameter OS_MASK_LEFT "OS Mask Left" 0.0 0.0 1.0 0.005
#pragma parameter OS_MASK_RIGHT "OS Mask Right" 0.0 0.0 1.0 0.005
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;
layout(location = 1) out vec2 tex_border;
void main()
{
gl_Position = global.MVP * Position;
vec2 out_res = params.OutputSize.xy;
vec2 corrected_size = params.SourceSize.xy * vec2(params.aspect_x / params.aspect_y, 1.0)
* vec2(params.SourceSize.y / params.SourceSize.x, 1.0);
float full_scale = (params.integer_scale > 0.5) ? floor(params.OutputSize.y /
params.SourceSize.y) + params.overscale : params.OutputSize.y / params.SourceSize.y;
vec2 scale = (params.OutputSize.xy / corrected_size) / full_scale;
vec2 middle = vec2(0.49999, 0.49999);
vec2 diff = TexCoord.xy - middle;
vTexCoord = middle + diff * scale;
vec2 zoom_coord = (((TexCoord.xy - middle) / params.border_zoom) * vec2(params.OutputSize.x / params.OutputSize.y, 1.0)
/ vec2(params.aspect_x / params.aspect_y, 1.0)) + middle;
tex_border = zoom_coord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 tex_border;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Reference;
vec4 scanlines(vec4 frame, vec2 coord, vec2 texture_size, vec2
video_size, vec2 output_size)
{
float lines = fract(coord.y * texture_size.y);
float scale_factor = floor((output_size.y / video_size.y) + 0.4999);
float lightness = 1.0 - params.DARKNESS;
return (params.scanline_toggle > 0.5 && (lines < (1.0 / scale_factor * params.THICKNESS)))
? frame * vec4(lightness, lightness, lightness, lightness) : frame;
}
vec2 interp_coord(vec2 coord, vec2 texture_size)
{
vec2 p = coord.xy;
p = p * texture_size.xy + vec2(0.5, 0.5);
vec2 i = floor(p);
vec2 f = p - i;
// Smoothstep - amazingly, smoothstep() is slower than calculating directly the expression!
f = f * f * f * f * (f * (f * (-20.0 * f + vec2(70.0, 70.0)) - vec2(84.0, 84.0)) + vec2(35.0, 35.0));
p = i + f;
p = (p - vec2(0.5, 0.5)) * 1.0 / texture_size;
return p;
}
vec4 border(vec2 texture_size, vec2 video_size, vec2 output_size,
float frame_count, vec2 tex, sampler2D decal, vec2 tex_border, sampler2D ORIG)
{
vec4 effect = texture(decal, tex_border);
effect += vec4(vec3(params.BRIGHTNESS), effect.w);
vec2 coord = (params.interp_toggle < 0.5) ? tex : interp_coord(tex, texture_size);
vec4 frame = texture(ORIG, coord);
frame = scanlines(frame, tex, texture_size, video_size, output_size);
vec2 fragcoord = (coord.xy);
if (fragcoord.x < 1.0 - params.OS_MASK_RIGHT && fragcoord.x > 0.0 + params.OS_MASK_LEFT &&
fragcoord.y < 1.0 - params.OS_MASK_BOTTOM && fragcoord.y > 0.0 + params.OS_MASK_TOP)
return frame;
else return effect;
}
void main()
{
FragColor = border(params.SourceSize.xy, params.SourceSize.xy, params.OutputSize.xy,
float(params.FrameCount), vTexCoord, Source, tex_border, Reference);
}