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

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3.9 KiB
Text

#version 450
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 parameteraspect_x¡64.01.0256.1.0
#pragma parameteraspect_y¡49.01.0256.1.0
#pragma parameterborder_zoom¡1.50.5100.5
#pragma parameterBRIGHTNESS¡0.0-1.01.00.05
#pragma parameterinteger_scale¡1.00.01.01.0
#pragma parameteroverscale¡0.00.01.01.0
#pragma parameterscanline_toggle¡0.00.01.01.0
#pragma parameterinterp_toggle¡0.00.01.01.0
#pragma parameterTHICKNESS¡2.01.012.01.0
#pragma parameterDARKNESS¡0.350.01.00.05
#pragma parameterOS_MASK_TOP¡0.00.01.00.005
#pragma parameterOS_MASK_BOTTOM¡0.00.01.00.005
#pragma parameterOS_MASK_LEFT¡0.00.01.00.005
#pragma parameterOS_MASK_RIGHT¡0.00.01.00.005
layout(std140, set = 0, binding = 0)uniform UBO
{
mat4 MVP;
} global;
#pragma stagevertex
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 stagefragment
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;
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);
}