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https://github.com/libretro/slang-shaders.git
synced 2024-11-23 00:10:03 +00:00
add torridgristle's ps1 dedithering shaders
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parent
5aac649754
commit
2a3de628c1
6
dithering/ps1-dedither-boxblur.slangp
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6
dithering/ps1-dedither-boxblur.slangp
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shaders = 1
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shader0 = shaders/ps1dither/PS1-Undither-BoxBlur.slang
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filter_linear0 = true
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scale_type0 = source
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scale0 = 1.0
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11
dithering/ps1-dedither-comparison.slangp
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dithering/ps1-dedither-comparison.slangp
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shaders = 2
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shader0 = shaders/ps1dither/PS1-Undither-AntiBayer.slang
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filter_linear0 = true
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scale_type0 = source
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scale0 = 1.0
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shader1 = shaders/ps1dither/PS1-Undither-Comparison-MkII.slang
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filter_linear1 = true
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scale_type1 = source
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scale1 = 1.0
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6
dithering/ps1-dither.slangp
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dithering/ps1-dither.slangp
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shaders = 1
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shader0 = shaders/ps1dither/PS1-Undither-AntiBayer.slang
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filter_linear0 = true
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scale_type0 = source
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scale0 = 1.0
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62
dithering/shaders/ps1dither/PS1-Undither-AntiBayer.slang
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62
dithering/shaders/ps1dither/PS1-Undither-AntiBayer.slang
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#version 450
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// PS1 Undither AntiBayer
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// by torridgristle
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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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} params;
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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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// PlayStation dithering pattern. The offset is selected based on the
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// pixel position in VRAM, by blocks of 4x4 pixels. The value is added
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// to the 8bit color components before they're truncated to 5 bits.
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//"const int dither_pattern[16] ="
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//" int[16](-4, 0, -3, 1,"
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//" 2, -2, 3, -1,"
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//" -3, 1, -4, 0,"
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//" 3, -1, 2, -2);" "\n"
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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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void main()
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{
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vec3 OriginPass = texture(Source, vTexCoord).xyz;
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float PatternLUT[16] = float[](-4.0, 0.0, -3.0, 1.0,
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2.0, -2.0, 3.0, -1.0,
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-3.0, 1.0, -4.0, 0.0,
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3.0, -1.0, 2.0, -2.0);
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float PatternX = ceil(((mod(vTexCoord.x * params.SourceSize.x,4.00001)-0.5)/3.0)*3.0);
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float PatternY = ceil(((mod(vTexCoord.y * params.SourceSize.y,4.00001)-0.5)/3.0)*3.0);
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float Pattern = PatternLUT[int(PatternX+(PatternY*4))];
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vec3 Result = OriginPass;
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//Result = vec3(Pattern)/8.0 + 0.5;
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Result = (Result * 255.0 - Pattern - round(Pattern*0.25)*2.0) / 255.0;
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FragColor = vec4(Result,1.0);
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}
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66
dithering/shaders/ps1dither/PS1-Undither-BoxBlur.slang
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dithering/shaders/ps1dither/PS1-Undither-BoxBlur.slang
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#version 450
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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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} params;
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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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void main()
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{
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vec3 OriginPass = texture(Source, vTexCoord).xyz;//No blending
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//Blend 4 pixels together by sampling between them with linear interpolation
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vec2 SquareBlend = (vTexCoord * params.SourceSize.xy - 0.5) * params.SourceSize.zw;
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//Blend 2 horizontal pixels together the same way as before
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vec2 HorizoBlend = (vTexCoord * params.SourceSize.xy - vec2(0.5,0.0)) * params.SourceSize.zw;
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vec3 SquarePass = texture(Source, SquareBlend).xyz;
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vec3 HorizoPass = texture(Source, HorizoBlend).xyz;
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//Edge Detection for SquareBlend
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vec3 SquareEdge = texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz +
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texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz +
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texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz;
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SquareEdge = abs((SquareEdge / 3.0) - SquarePass);
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//Try to adjust white / black range so that edges are black and non-edges are white
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float SquareEdgeMask = 1.0-pow(1.0-pow(1.0-max(SquareEdge.x,max(SquareEdge.y,SquareEdge.z)),30.0),2.0);
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//Edge Detection for HorizoBlend
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vec3 HorizoEdge = texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz +
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texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz +
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texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz;
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HorizoEdge = abs((HorizoEdge / 3.0) - HorizoPass);
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//Try to adjust white / black range so that edges are black and non-edges are white
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float HorizoEdgeMask = 1.0-pow(1.0-pow(1.0-max(HorizoEdge.x,max(HorizoEdge.y,HorizoEdge.z)),10.0),2.0);
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//If SquarePass has a detected edge, use HorizoPass
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vec3 Result = mix(HorizoPass,SquarePass,SquareEdgeMask);
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//If HorizoPass has a detected edge, use OriginPass
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Result = mix(OriginPass,Result,HorizoEdgeMask);
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//It's complete
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FragColor = vec4(Result,1.0);
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}
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#version 450
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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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} params;
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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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void main()
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{
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vec3 Sample1 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 0.0, 0.0)) * params.SourceSize.zw).xyz;
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vec3 Sample2 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz;
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vec3 Sample3 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz;
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vec3 Sample4 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz;
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vec3 Average = (Sample1+Sample2+Sample3+Sample4)*0.25;
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float Brightness = 1.0-pow(1.0-max(max(Average.x,Average.y),Average.z),2.0);
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vec3 Sample2Diff = abs(Sample2-Sample1);
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float Sample2DiffMax = max(max(Sample2Diff.x,Sample2Diff.y),Sample2Diff.z);
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vec3 Sample3Diff = abs(Sample3-Sample1);
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float Sample3DiffMax = max(max(Sample3Diff.x,Sample3Diff.y),Sample3Diff.z);
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vec3 Sample4Diff = abs(Sample4-Sample1);
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float Sample4DiffMax = max(max(Sample4Diff.x,Sample4Diff.y),Sample4Diff.z);
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float DiffLimit = (Brightness * 4.0 + 2.0) / 32.0;
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Sample2 = mix(Sample1,Sample2,vec3(Sample2DiffMax < DiffLimit));
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Sample3 = mix(Sample1,Sample3,vec3(Sample3DiffMax < DiffLimit));
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Sample4 = mix(Sample1,Sample4,vec3(Sample4DiffMax < DiffLimit));
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vec3 Mixing = Sample1 + Sample2 + Sample3 + Sample4;
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Mixing *= 0.25;
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vec3 Result = vec3(Mixing);
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FragColor = vec4(Result,1.0);
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}
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77
dithering/shaders/ps1dither/PS1-Undither-Comparison.slang
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77
dithering/shaders/ps1dither/PS1-Undither-Comparison.slang
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#version 450
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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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} params;
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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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void main()
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{
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vec3 OriginPass = texture(Source, vTexCoord).xyz;
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//Get blended textures by offsetting between 4 pixels.
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vec3 SquarePass1 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 0.5, 0.5)) * params.SourceSize.zw).xyz;
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vec3 SquarePass2 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2(-0.5,-0.5)) * params.SourceSize.zw).xyz;
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vec3 SquarePass3 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2(-0.5, 0.5)) * params.SourceSize.zw).xyz;
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vec3 SquarePass4 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 0.5,-0.5)) * params.SourceSize.zw).xyz;
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//Which SquarePass is closest to the OriginPass?
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vec3 SquarePass1Diff = abs(SquarePass1 - OriginPass);
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vec3 SquarePass2Diff = abs(SquarePass2 - OriginPass);
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vec3 SquarePass3Diff = abs(SquarePass3 - OriginPass);
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vec3 SquarePass4Diff = abs(SquarePass4 - OriginPass);
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float SquarePass1DiffAvg = (SquarePass1Diff.x + SquarePass1Diff.y + SquarePass1Diff.z) / 3.0;
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float SquarePass2DiffAvg = (SquarePass2Diff.x + SquarePass2Diff.y + SquarePass2Diff.z) / 3.0;
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float SquarePass3DiffAvg = (SquarePass3Diff.x + SquarePass3Diff.y + SquarePass3Diff.z) / 3.0;
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float SquarePass4DiffAvg = (SquarePass4Diff.x + SquarePass4Diff.y + SquarePass4Diff.z) / 3.0;
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float SquarePassDiffAvgMin = min(SquarePass1DiffAvg,min(SquarePass2DiffAvg,min(SquarePass3DiffAvg,SquarePass4DiffAvg)));
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vec3 SquarePass =
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float(SquarePassDiffAvgMin == SquarePass1DiffAvg) * float(SquarePass1DiffAvg != SquarePass2DiffAvg) * float(SquarePass1DiffAvg != SquarePass3DiffAvg) * float(SquarePass1DiffAvg != SquarePass4DiffAvg) * SquarePass1 +
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float(SquarePassDiffAvgMin == SquarePass2DiffAvg) * float(SquarePass2DiffAvg != SquarePass3DiffAvg) * float(SquarePass2DiffAvg != SquarePass4DiffAvg) * SquarePass2 +
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float(SquarePassDiffAvgMin == SquarePass3DiffAvg) * float(SquarePass3DiffAvg != SquarePass4DiffAvg) * SquarePass3 +
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float(SquarePassDiffAvgMin == SquarePass4DiffAvg) * SquarePass4;
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//How different is the blended texture from the original texture?
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//The difference between the least different and most different SquarePasses returns edges.
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vec3 SquareCompareMin = min(SquarePass1Diff,min(SquarePass2Diff,min(SquarePass3Diff,SquarePass4Diff)));
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vec3 SquareCompareMax = max(SquarePass1Diff,max(SquarePass2Diff,max(SquarePass3Diff,SquarePass4Diff)));
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vec3 SquareCompareBoth = abs(SquareCompareMin - SquareCompareMax);
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float SquareCompare = max(SquareCompareBoth.x,max(SquareCompareBoth.y,SquareCompareBoth.z));
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//Turn a range of the comparison result into a mask. 2.5 just happens to work well, it's not set in stone or anything.
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float SquareMask = 1.0-pow(1.0-min(max(SquareCompare*2.5,0.0),1.0),2.0);
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//Blend it all together
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vec3 Result = mix(SquarePass,OriginPass,SquareMask);
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//Result = vec3(SquareMask);
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FragColor = vec4(Result,1.0);
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}
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