slang-shaders/sharpen/shaders/super-res-ex.slang

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#version 450
/*
Super-res shader - Shiandow
Ported from Shiandow's code by Hyllian, 2016.
This file is a part of MPDN Extensions.
https://github.com/zachsaw/MPDN_Extensions
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3.0 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 REFSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// -- Edge detection options --
#define strength 0.8
#define softness 0.3
#define acuity 100.0
#define radius 1.0
#define power 2.0
#define originalSize vec2(params.REFSize.xy)
#define dxdy (1.0 / vec2(params.SourceSize.xy))
#define ddxddy (1.0 / originalSize)
#define sqr(x) dot(x,x)
// -- Input processing --
//Current high res value
#define Get(x,y) (texture(REF,ddxddy*(pos+ivec2(x,y)+0.5)).xyz)
#define GetY(x,y) (texture(Source,ddxddy*(pos+ivec2(x,y)+0.5)).a)
//Downsampled result
#define Diff(x,y) (texture(Source,ddxddy*(pos+ivec2(x,y)+0.5)).xyz)
#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;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D REF;
const vec3 Y = vec3(.2126, .7152, .0722);
float RGBtoYUV(vec3 color)
{
return dot(color, Y);
}
void main()
{
vec2 tex = vTexCoord;
vec4 c0 = texture(REF, tex);
// Calculate position
vec2 pos = tex * params.REFSize.xy - 0.5;
vec2 offset = pos - round(pos);
pos -= offset;
// Calculate faithfulness force
float W = 0.;
vec3 diff = vec3(0.0);
vec3 stab = vec3(0.0);
float var = 0.;
float c0y = RGBtoYUV(c0.rgb);
// Loop unrolled for better compatibility.
float dI2 = sqr(acuity*(c0y - GetY(-1,-1)));
float dXY2 = sqr(vec2(-1,-1) - offset);
float w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
diff += w*Diff(-1,-1);
stab += w*(c0.rgb - Get(-1,-1));
var += w*dI2;
W += w;
dI2 = sqr(acuity*(c0y - GetY(-1, 0)));
dXY2 = sqr(vec2(-1, 0) - offset);
w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
diff += w*Diff(-1, 0);
stab += w*(c0.rgb - Get(-1, 0));
var += w*dI2;
W += w;
dI2 = sqr(acuity*(c0y - GetY(-1, 1)));
dXY2 = sqr(vec2(-1, 1) - offset);
w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
diff += w*Diff(-1, 1);
stab += w*(c0.rgb - Get(-1, 1));
var += w*dI2;
W += w;
dI2 = sqr(acuity*(c0y - GetY( 0,-1)));
dXY2 = sqr(vec2( 0,-1) - offset);
w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
diff += w*Diff( 0,-1);
stab += w*(c0.rgb - Get( 0,-1));
var += w*dI2;
W += w;
dI2 = sqr(acuity*(c0y - GetY( 0, 0)));
dXY2 = sqr(vec2( 0, 0) - offset);
w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
diff += w*Diff( 0, 0);
stab += w*(c0.rgb - Get( 0, 0));
var += w*dI2;
W += w;
dI2 = sqr(acuity*(c0y - GetY( 0, 1)));
dXY2 = sqr(vec2( 0, 1) - offset);
w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
diff += w*Diff( 0, 1);
stab += w*(c0.rgb - Get( 0, 1));
var += w*dI2;
W += w;
dI2 = sqr(acuity*(c0y - GetY( 1,-1)));
dXY2 = sqr(vec2( 1,-1) - offset);
w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
diff += w*Diff( 1,-1);
stab += w*(c0.rgb - Get( 1,-1));
var += w*dI2;
W += w;
dI2 = sqr(acuity*(c0y - GetY( 1, 0)));
dXY2 = sqr(vec2( 1, 0) - offset);
w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
diff += w*Diff( 1, 0);
stab += w*(c0.rgb - Get( 1, 0));
var += w*dI2;
W += w;
dI2 = sqr(acuity*(c0y - GetY( 1, 1)));
dXY2 = sqr(vec2( 1, 1) - offset);
w = exp(-dXY2/(2.*radius*radius))*pow(1. + dI2/power, - power);
diff += w*Diff( 1, 1);
stab += w*(c0.rgb - Get( 1, 1));
var += w*dI2;
W += w;
diff /= W;
stab /= W;
var = (var / W) - sqr(acuity*stab);
// Calculate edge statistics
float varD = softness * sqr(acuity*stab);
float varS = (1. - softness) * var;
// Apply force
c0.xyz -= strength*mix(diff, stab, softness);
FragColor = vec4(c0);
}