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68d982035f
- Two standalone fast shaders. * Hermite was never explicitly available, so I think it deserves a place. It's a slightly softer quilez shader.
56 lines
1.1 KiB
Plaintext
56 lines
1.1 KiB
Plaintext
#version 450
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/*
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Hermite cubic shader - it's the cubic performed by smoothstep function
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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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#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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vec2 p = vTexCoord.xy;
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p = p * params.SourceSize.xy + vec2(0.5, 0.5);
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vec2 i = floor(p);
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vec2 f = p - i;
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// Smoothstep - amazingly, smoothstep() is slower than calculating directly the expression!
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// f = smoothstep(0.0, 1.0, f);
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f = f * f * ( -2.0 * f + 3.0);
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p = i + f;
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p = (p - vec2(0.5, 0.5)) * params.SourceSize.zw;
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// final sum and weight normalization
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FragColor = vec4(texture(Source, p).rgb, 1.0);
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}
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