slang-shaders/edge-smoothing/hqx/shaders/hq2x-halphon.slang

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#version 450
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// HQ2x
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// by Lior Halphon
// ported to slang by hunterk
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/* Based on this (really good) article: http://blog.pkh.me/p/19-butchering-hqx-scaling-filters.html */
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/*
MIT License
Copyright (c) 2015-2016 Lior Halphon
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.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#define uResolution params.OutputSize.xy
#define textureDimensions params.SourceSize.xy
/* The colorspace used by the HQnx filters is not really YUV, despite the algorithm description claims it is. It is
also not normalized. Therefore, we shall call the colorspace used by HQnx "HQ Colorspace" to avoid confusion. */
vec3 rgb_to_hq_colospace(vec4 rgb)
{
return vec3( 0.250 * rgb.r + 0.250 * rgb.g + 0.250 * rgb.b,
0.250 * rgb.r - 0.000 * rgb.g - 0.250 * rgb.b,
-0.125 * rgb.r + 0.250 * rgb.g - 0.125 * rgb.b);
}
bool is_different(vec4 a, vec4 b)
{
vec3 diff = abs(rgb_to_hq_colospace(a) - rgb_to_hq_colospace(b));
return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031;
}
#define P(m, r) ((pattern & (m)) == (r))
vec4 interp_2px(vec4 c1, float w1, vec4 c2, float w2)
{
return (c1 * w1 + c2 * w2) / (w1 + w2);
}
vec4 interp_3px(vec4 c1, float w1, vec4 c2, float w2, vec4 c3, float w3)
{
return (c1 * w1 + c2 * w2 + c3 * w3) / (w1 + w2 + w3);
}
vec4 scale(sampler2D image, vec2 coord)
{
// o = offset, the width of a pixel
vec2 o = 1.0 / textureDimensions;
vec2 texCoord = coord;
/* We always calculate the top left pixel. If we need a different pixel, we flip the image */
// p = the position within a pixel [0...1]
vec2 p = fract(texCoord * textureDimensions);
if (p.x > 0.5) o.x = -o.x;
if (p.y > 0.5) o.y = -o.y;
vec4 w0 = texture(image, texCoord + vec2( -o.x, -o.y));
vec4 w1 = texture(image, texCoord + vec2( 0, -o.y));
vec4 w2 = texture(image, texCoord + vec2( o.x, -o.y));
vec4 w3 = texture(image, texCoord + vec2( -o.x, 0));
vec4 w4 = texture(image, texCoord + vec2( 0, 0));
vec4 w5 = texture(image, texCoord + vec2( o.x, 0));
vec4 w6 = texture(image, texCoord + vec2( -o.x, o.y));
vec4 w7 = texture(image, texCoord + vec2( 0, o.y));
vec4 w8 = texture(image, texCoord + vec2( o.x, o.y));
int pattern = 0;
if (is_different(w0, w4)) pattern |= 1;
if (is_different(w1, w4)) pattern |= 2;
if (is_different(w2, w4)) pattern |= 4;
if (is_different(w3, w4)) pattern |= 8;
if (is_different(w5, w4)) pattern |= 16;
if (is_different(w6, w4)) pattern |= 32;
if (is_different(w7, w4)) pattern |= 64;
if (is_different(w8, w4)) pattern |= 128;
if ((P(0xbf,0x37) || P(0xdb,0x13)) && is_different(w1, w5))
return interp_2px(w4, 3.0, w3, 1.0);
if ((P(0xdb,0x49) || P(0xef,0x6d)) && is_different(w7, w3))
return interp_2px(w4, 3.0, w1, 1.0);
if ((P(0x0b,0x0b) || P(0xfe,0x4a) || P(0xfe,0x1a)) && is_different(w3, w1))
return w4;
if ((P(0x6f,0x2a) || P(0x5b,0x0a) || P(0xbf,0x3a) || P(0xdf,0x5a) ||
P(0x9f,0x8a) || P(0xcf,0x8a) || P(0xef,0x4e) || P(0x3f,0x0e) ||
P(0xfb,0x5a) || P(0xbb,0x8a) || P(0x7f,0x5a) || P(0xaf,0x8a) ||
P(0xeb,0x8a)) && is_different(w3, w1))
return interp_2px(w4, 3.0, w0, 1.0);
if (P(0x0b,0x08))
return interp_3px(w4, 2.0, w0, 1.0, w1, 1.0);
if (P(0x0b,0x02))
return interp_3px(w4, 2.0, w0, 1.0, w3, 1.0);
if (P(0x2f,0x2f))
return interp_3px(w4, 1.04, w3, 1.0, w1, 1.0);
if (P(0xbf,0x37) || P(0xdb,0x13))
return interp_3px(w4, 5.0, w1, 2.0, w3, 1.0);
if (P(0xdb,0x49) || P(0xef,0x6d))
return interp_3px(w4, 5.0, w3, 2.0, w1, 1.0);
if (P(0x1b,0x03) || P(0x4f,0x43) || P(0x8b,0x83) || P(0x6b,0x43))
return interp_2px(w4, 3.0, w3, 1.0);
if (P(0x4b,0x09) || P(0x8b,0x89) || P(0x1f,0x19) || P(0x3b,0x19))
return interp_2px(w4, 3.0, w1, 1.0);
if (P(0x7e,0x2a) || P(0xef,0xab) || P(0xbf,0x8f) || P(0x7e,0x0e))
return interp_3px(w4, 2.0, w3, 3.0, w1, 3.0);
if (P(0xfb,0x6a) || P(0x6f,0x6e) || P(0x3f,0x3e) || P(0xfb,0xfa) ||
P(0xdf,0xde) || P(0xdf,0x1e))
return interp_2px(w4, 3.0, w0, 1.0);
if (P(0x0a,0x00) || P(0x4f,0x4b) || P(0x9f,0x1b) || P(0x2f,0x0b) ||
P(0xbe,0x0a) || P(0xee,0x0a) || P(0x7e,0x0a) || P(0xeb,0x4b) ||
P(0x3b,0x1b))
return interp_3px(w4, 2.0, w3, 1.0, w1, 1.0);
return interp_3px(w4, 6.0, w3, 1.0, w1, 1.0);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
FragColor = scale(Source, vTexCoord);
}