95 lines
2.6 KiB
Metal
95 lines
2.6 KiB
Metal
#include <metal_stdlib>
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#include <simd/simd.h>
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#include <metal_math>
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using namespace metal;
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/* For GLSL compatibility */
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typedef float2 vec2;
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typedef float3 vec3;
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typedef float4 vec4;
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typedef texture2d<half> sampler2D;
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#define equal(x, y) all((x) == (y))
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#define inequal(x, y) any((x) != (y))
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#define STATIC static
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#define GAMMA (2.2)
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typedef struct {
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float4 position [[position]];
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float2 texcoords;
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} rasterizer_data;
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// Vertex Function
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vertex rasterizer_data vertex_shader(uint index [[ vertex_id ]],
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constant vector_float2 *vertices [[ buffer(0) ]])
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{
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rasterizer_data out;
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out.position.xy = vertices[index].xy;
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out.position.z = 0.0;
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out.position.w = 1.0;
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out.texcoords = (vertices[index].xy + float2(1, 1)) / 2.0;
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return out;
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}
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static inline float4 texture(texture2d<half> texture, float2 pos)
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{
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constexpr sampler texture_sampler;
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return pow(float4(texture.sample(texture_sampler, pos)), GAMMA);
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}
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#line 1
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{filter}
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#define BLEND_BIAS (2.0/5.0)
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enum frame_blending_mode {
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DISABLED,
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SIMPLE,
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ACCURATE,
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ACCURATE_EVEN = ACCURATE,
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ACCURATE_ODD,
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};
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fragment float4 fragment_shader(rasterizer_data in [[stage_in]],
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texture2d<half> image [[ texture(0) ]],
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texture2d<half> previous_image [[ texture(1) ]],
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constant enum frame_blending_mode *frame_blending_mode [[ buffer(0) ]],
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constant float2 *output_resolution [[ buffer(1) ]])
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{
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float2 input_resolution = float2(image.get_width(), image.get_height());
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in.texcoords.y = 1 - in.texcoords.y;
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float ratio;
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switch (*frame_blending_mode) {
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default:
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case DISABLED:
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return scale(image, in.texcoords, input_resolution, *output_resolution);
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case SIMPLE:
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ratio = 0.5;
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break;
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case ACCURATE_EVEN:
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if (((int)(in.texcoords.y * input_resolution.y) & 1) == 0) {
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ratio = BLEND_BIAS;
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}
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else {
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ratio = 1 - BLEND_BIAS;
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}
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break;
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case ACCURATE_ODD:
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if (((int)(in.texcoords.y * input_resolution.y) & 1) == 0) {
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ratio = 1 - BLEND_BIAS;
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}
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else {
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ratio = BLEND_BIAS;
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}
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break;
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}
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return pow(mix(scale(image, in.texcoords, input_resolution, *output_resolution),
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scale(previous_image, in.texcoords, input_resolution, *output_resolution), ratio), 1 / GAMMA);
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}
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