kale/shaders/post.frag

92 lines
2.2 KiB
GLSL

#version 450
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D screen;
layout(std140, set = 3, binding = 0) uniform UniformBlock {
mat4 model;
mat4 view;
mat4 proj;
mat4 inv_view;
mat4 inv_proj;
vec4 cam_pos;
float time;
int post_mode;
vec2 atlas_adjust;
};
float t(float x, float y) { return length(texture(screen, vec2(x, y)).xyz); }
mat3 neighborhood() {
vec2 d = 1.0 / vec2(textureSize(screen, 0));
return mat3(t(uv.x - d.x, uv.y - d.y), t(uv.x + 0.0, uv.y - d.y),
t(uv.x + d.x, uv.y - d.y), t(uv.x - d.x, uv.y - 0.0),
t(uv.x + 0.0, uv.y + 0.0), t(uv.x + d.x, uv.y - 0.0),
t(uv.x - d.x, uv.y + d.y), t(uv.x + 0.0, uv.y + d.y),
t(uv.x + d.x, uv.y + d.y));
}
float sum3(mat3 m) {
float s = 0.0;
for (int c = 0; c < 3; ++c) {
vec3 col = m[c];
s += col.x + col.y + col.z;
}
return s;
}
float f(mat3 kernel) {
return abs(sum3(matrixCompMult(kernel, neighborhood())));
}
float brightness(vec3 color) {
return dot(color, vec3(0.299, 0.587, 0.114));
}
float dither() {
if(length(texture(screen, uv).xyz) == 0.0)
return 0.0;
vec2 coord = uv * textureSize(screen, 0).xy;
int x = int(mod(coord.x, 4.0));
int y = int(mod(coord.y, 4.0));
int index = x + y * 4;
float threshold[16] = float[](
0.0/16.0, 8.0/16.0, 2.0/16.0, 10.0/16.0,
12.0/16.0, 4.0/16.0, 14.0/16.0, 6.0/16.0,
3.0/16.0, 11.0/16.0, 1.0/16.0, 9.0/16.0,
15.0/16.0,7.0/16.0, 13.0/16.0, 5.0/16.0
);
vec3 color = texture(screen, uv).rgb;
return brightness(color) < threshold[index] ? 0.0 : 1.0;
}
void main() {
const mat3 sobelx = mat3(-1.0, -2.0, -1.0, 0.0, 0.0, 0.0, 1.0, 2.0, 1.0);
const mat3 sobely = mat3(-1.0, 0.0, 1.0, -2.0, 0.0, 2.0, -1.0, 0.0, 1.0);
switch(post_mode) {
case 0:
out_color = texture(screen, uv);
break;
case 1:
out_color = vec4(brightness(texture(screen, uv).xyz) < 0.5? 0.0 : 1.0);
break;
case 2:
out_color = vec4(dither());
break;
}
return;
out_color = out_color * 0.9 +
0.1*((t(uv.x, uv.y) > 0.01)?
vec4(abs(f(sobelx) + f(sobely))) : vec4(0.0));
}