#version 450 /* Copyright (c) 2020 Themaister * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #extension GL_EXT_samplerless_texture_functions : require #include "vi_debug.h" layout(location = 0) out uvec4 FragColor; #if defined(FETCH_BUG) && FETCH_BUG layout(location = 1) out uvec4 FragColorFetchBug; #endif layout(set = 0, binding = 0) uniform mediump utexture2DArray uFetchCache; void swap(inout uint a, inout uint b) { uint tmp = a; a = b; b = tmp; } uint median3(uint left, uint center, uint right) { if (left < center) swap(left, center); if (center < right) swap(center, right); if (left < center) swap(left, center); return center; } void main() { ivec2 pix = ivec2(gl_FragCoord.xy); uvec4 left = texelFetch(uFetchCache, ivec3(pix, 0), 0); uvec4 mid = texelFetchOffset(uFetchCache, ivec3(pix, 0), 0, ivec2(1, 0)); uvec4 right = texelFetchOffset(uFetchCache, ivec3(pix, 0), 0, ivec2(2, 0)); if ((left.a & mid.a & right.a) == 7u) { FragColor = mid; } else { // Median filter. TODO: Optimize with mid3? uint r = median3(left.r, mid.r, right.r); uint g = median3(left.g, mid.g, right.g); uint b = median3(left.b, mid.b, right.b); FragColor = uvec4(r, g, b, mid.a); } #if defined(FETCH_BUG) && FETCH_BUG left = texelFetch(uFetchCache, ivec3(pix, 1), 0); mid = texelFetchOffset(uFetchCache, ivec3(pix, 1), 0, ivec2(1, 0)); right = texelFetchOffset(uFetchCache, ivec3(pix, 1), 0, ivec2(2, 0)); if ((left.a & mid.a & right.a) == 7u) { FragColorFetchBug = mid; } else { // Median filter. TODO: Optimize with mid3? uint r = median3(left.r, mid.r, right.r); uint g = median3(left.g, mid.g, right.g); uint b = median3(left.b, mid.b, right.b); FragColorFetchBug = uvec4(r, g, b, mid.a); } #endif }