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https://github.com/libretro/slang-shaders.git
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Add n64 3-point and relief shaders
- Known N64 3-point texture filter, now in slang; - Relief shader. Gives some bump to pixel art games.
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edge-smoothing/ddt/3-point.slangp
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edge-smoothing/ddt/3-point.slangp
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shaders = 1
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shader0 = shaders/3-point.slang
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filter_linear0 = false
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scale_type0 = viewport
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edge-smoothing/ddt/shaders/3-point.slang
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edge-smoothing/ddt/shaders/3-point.slang
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#version 450
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/*
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N64 3-point Shader
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Implemented by Hyllian - 2024
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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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} 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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vec3 three_point(vec2 fp, vec3 A, vec3 B, vec3 C)
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{
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return (A + fp.x*(B-A) + fp.y*(C-A));
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}
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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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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec2 loc;
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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 * 1.0001;
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vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1.xy = vec2( dx, 0); // F
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t1.zw = vec2( 0, dy); // H
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loc = vTexCoord*params.SourceSize.xy;
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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 = 1) in vec4 t1;
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layout(location = 2) in vec2 loc;
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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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vec2 tc = (floor(loc-vec2(0.5,0.5))+vec2(0.5,0.5));
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vec2 fp = loc - tc;
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tc = tc/params.SourceSize.xy;
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vec2 dx = vec2(1.0, 0.0)/params.SourceSize.xy;
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vec2 dy = vec2(0.0, 1.0)/params.SourceSize.xy;
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vec3 E = texture(Source, tc ).rgb;
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vec3 F = texture(Source, tc + dx ).rgb;
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vec3 H = texture(Source, tc + dy).rgb;
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vec3 I = texture(Source, tc + dx + dy).rgb;
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// E F
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// H I
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vec3 res = mix(three_point(fp, E, F, H), three_point(1-fp, I, H, F), step(1.0, fp.x+fp.y));
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FragColor = vec4(res, 1.0);
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}
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misc/relief.slangp
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misc/relief.slangp
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shaders = 1
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shader0 = shaders/relief.slang
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filter_linear0 = false
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scale_type0 = viewport
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misc/shaders/relief.slang
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misc/shaders/relief.slang
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#version 450
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/*
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Hyllian's Relief Shader
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Copyright (C) 2024 Hyllian
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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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} 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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vec3 three_point(vec2 fp, vec3 A, vec3 B, vec3 C)
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{
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return (A + fp.x*(B-A) + fp.y*(C-A));
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}
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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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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec2 loc;
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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 * 1.0001;
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vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1.xy = vec2( dx, 0); // F
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t1.zw = vec2( 0, dy); // H
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loc = vTexCoord*params.SourceSize.xy;
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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 = 1) in vec4 t1;
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layout(location = 2) in vec2 loc;
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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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vec2 tc = (floor(loc)+vec2(0.5,0.5));
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vec2 fp = loc - tc;
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tc = tc/params.SourceSize.xy;
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vec2 dx = vec2(sign(fp.x), 0.0)/params.SourceSize.xy;
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vec2 dy = vec2(0.0, sign(fp.y))/params.SourceSize.xy;
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vec3 E = texture(Source, tc ).rgb;
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vec3 F = texture(Source, tc + dx ).rgb;
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vec3 H = texture(Source, tc + dy).rgb;
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vec3 I = texture(Source, tc + dx + dy).rgb;
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// E F
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// H I
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vec3 res = mix(three_point(fp, E, F, H), three_point(1-fp, I, H, F), step(1.0, fp.x+fp.y));
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FragColor = vec4(res, 1.0);
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}
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