add bevel shader

This commit is contained in:
hunterk 2017-01-23 16:34:10 -06:00
parent 3f8da2fe14
commit b63a904399
2 changed files with 90 additions and 0 deletions

4
retro/bevel.slangp Normal file
View File

@ -0,0 +1,4 @@
shaders = 1
shader0 = shaders/bevel.slang
filter_linear0 = false

86
retro/shaders/bevel.slang Normal file
View File

@ -0,0 +1,86 @@
#version 450
/*
Hyllian's Bevel Shader
Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float BEVEL_LEVEL;
} params;
#pragma parameter BEVEL_LEVEL "Bevel Level" 0.2 0.0 0.5 0.01
#define BEVEL_LEVEL params.BEVEL_LEVEL
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// Constants used with gamma correction.
#define InputGamma 2.4
#define OutputGamma 2.2
#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
vec3 bevel(vec2 pos, vec3 color)
{
vec3 weight;
float r = sqrt(dot(pos, vec2(1.0)));
vec3 delta = mix(vec3(BEVEL_LEVEL), vec3(1.0-BEVEL_LEVEL), color);
weight = delta*(1-r);
return color+weight;
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 position = fract(vTexCoord*params.SourceSize.xy);
vec3 color = GAMMA_IN(texture(Source, vTexCoord).rgb);
color = clamp(bevel(position, color), 0.0, 1.0);
FragColor = vec4(GAMMA_OUT(color), 1.0);
}