n64-emu/third_party/parallel-rdp-standalone/parallel-rdp/shaders/vi_divot.frag
2023-08-06 14:03:29 +09:00

92 lines
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2.9 KiB
GLSL

#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
}