slang-shaders/test/nonfunctional/shaders/xbr-mlv4-multipass/xbr-mlv4-pass3.slang

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#version 450
/*
Hyllian's xBR MultiLevel4 Shader - Pass3
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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;
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#define round(X) floor((X)+0.5)
#define saturate(c) clamp(c, 0.0, 1.0)
#define mul(a,b) (b*a)
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const float coef = 2.0;
const float cf = 4.0;
const float eq_threshold = 15.0;
const float y_weight = 48.0;
const float u_weight = 7.0;
const float v_weight = 6.0;
const vec3 yuv0 = vec3(0.299, 0.587, 0.114);
const vec3 yuv1 = vec3(-0.169, -0.331, 0.499);
const vec3 yuv2 = vec3(0.499, -0.418, -0.0813);
const vec3 yuv_weighted0 = vec3(14.352, 28.176, 5.472);//precalculate y_weight * yuv[0];
const vec3 yuv_weighted1 = vec3(-1.183, -2.317, 3.493);//precalculate u_weight * yuv[1];
const vec3 yuv_weighted2 = vec3(2.994, -2.508, -0.488);//precalculate v_weight * yuv[2];
const vec4 maximo = vec4(255.0, 255.0, 255.0, 255.0);
const vec4 low = vec4(-64.0, -64.0, -64.0, -64.0);
const vec4 high = vec4( 64.0, 64.0, 64.0, 64.0);
const mat2x4 sym_vectors = mat2x4(1., 1., -1., -1., 1., -1., -1., 1.);
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// Bx, Ay, C
const vec3 lines0 = vec3( 4.0, 4.0, 4.0); // 0 NL
const vec3 lines1 = vec3( 4.0, 4.0, 3.0); // 1 LV0
const vec3 lines2 = vec3( 4.0, 4.0, 2.0); // 2 LV1
const vec3 lines3 = vec3( 8.0, 4.0, 2.0); // 3 LV2u
const vec3 lines4 = vec3( 4.0, 8.0, 2.0); // 4 LV2l
const vec3 lines5 = vec3(12.0, 4.0, 2.0); // 5 LV3u
const vec3 lines6 = vec3( 4.0, 12.0, 2.0); // 6 LV3l
const vec3 lines7 = vec3(16.0, 4.0, 2.0); // 7 LV4u
const vec3 lines8 = vec3( 4.0, 16.0, 2.0); // 8 LV4l
const vec3 lines9 = vec3(12.0, 4.0, 6.0); // 9 LV3u
const vec3 lines10 = vec3( 4.0, 12.0, 6.0); // 10 LV3l
const vec3 lines11 = vec3(16.0, 4.0, 6.0); // 11 LV4u
const vec3 lines12 = vec3( 4.0, 16.0, 6.0); // 12 LV4l
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vec4 remapTo01(vec4 v, vec4 low, vec4 high)
{
return saturate((v - low)/(high-low));
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}
float remapFrom01(float v, float high)
{
return round(high*v);
}
float df(float A, float B)
{
return abs(A-B);
}
bool eq(float A, float B)
{
return (df(A, B) < eq_threshold);
}
float weighted_distance(float a, float b, float c, float d, float e, float f, float g, float h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
float bool_to_float(bool A)
{
return A ? 1.0 : 0.0;
}
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#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0004;
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float dx = params.OriginalSize.z;
float dy = params.OriginalSize.w;
// A3 B3 C3
// A1 B1 C1
//A2 A0 A B C C4 C6
//D2 D0 D E F F4 F6
//G2 G0 G H I I4 I6
// G5 H5 I5
// G7 H7 I7
t1 = vec4(dx, 0., 0., dy); // F H
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}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
void main()
{
float px;
vec2 pos = fract(vTexCoord.xy * params.OriginalSize.xy) - vec2(0.4999, 0.4999); // pos = pixel position
vec2 dir = sign(pos); // dir = pixel direction
vec2 g1 = dir * ( saturate(-dir.y*dir.x) * t1.zw + saturate( dir.y*dir.x) * t1.xy );
vec2 g2 = dir * ( saturate( dir.y*dir.x) * t1.zw + saturate(-dir.y*dir.x) * t1.xy );
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vec3 E = texture(Original, vTexCoord ).rgb;
vec3 F = texture(Original, vTexCoord + g1).rgb;
vec3 H = texture(Original, vTexCoord + g2).rgb;
vec3 I = texture(Original, vTexCoord + g1 + g2).rgb;
vec3 F4 = texture(Original, vTexCoord + 2.0 * g1).rgb;
vec3 H5 = texture(Original, vTexCoord + 2.0 * g2).rgb;
float e = dot(E, yuv_weighted0);
float f = dot(F, yuv_weighted0);
float h = dot(H, yuv_weighted0);
float i = dot(I, yuv_weighted0);
float f4 = dot(F4, yuv_weighted0);
float h5 = dot(H5, yuv_weighted0);
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vec4 icomp = round(saturate(mul(dir, sym_vectors))); // choose info component
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float infoE = remapFrom01(dot(texture(Source, vTexCoord ), icomp), 255.0); // retrieve 1st pass info
float infoF = remapFrom01(dot(texture(Source, vTexCoord+g1), icomp), 255.0); // 1st pass info from neighbor r
float infoH = remapFrom01(dot(texture(Source, vTexCoord+g2), icomp), 255.0); // 1st pass info from neighbor d
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vec4 lparam;
vec2 addr;
if (infoF == 8.0)
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{
lparam.xyz = lines12;
px = bool_to_float(df(f,f4) <= df(f,i));
addr.x = 2. * px + saturate(1.0 - px);
addr.y = saturate(1.0 - px);
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}
else if (infoH == 7.0)
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{
lparam.xyz = lines11;
px = bool_to_float(df(h,h5) <= df(h,i));
addr.x = saturate(1.0 - px);
addr.y = 2. * px + saturate(1.0 - px);
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}
else if (infoF == 6.0)
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{
lparam.xyz = lines10;
px = bool_to_float(df(f,f4) <= df(f,i));
addr.x = 2. * px + saturate(1.0 - px);
addr.y = saturate(1.0 - px);
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}
else if (infoH == 5.0)
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{
lparam.xyz = lines9;
px = bool_to_float(df(h,h5) <= df(h,i));
addr.x = saturate(1.0 - px);
addr.y = 2. * px + saturate(1.0 - px);
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}
else
{
px = bool_to_float(df(e,f) <= df(e,h));
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addr.x = px;
addr.y = saturate(1.0 - px);
lparam.xyz = ((infoE == 1.0) ? lines1 : lines0);
lparam.xyz = ((infoE == 2.0) ? lines2 : lparam.xyz);
lparam.xyz = ((infoE == 3.0) ? lines3 : lparam.xyz);
lparam.xyz = ((infoE == 4.0) ? lines4 : lparam.xyz);
lparam.xyz = ((infoE == 5.0) ? lines5 : lparam.xyz);
lparam.xyz = ((infoE == 6.0) ? lines6 : lparam.xyz);
lparam.xyz = ((infoE == 7.0) ? lines7 : lparam.xyz);
lparam.xyz = ((infoE == 8.0) ? lines8 : lparam.xyz);
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}
bool inv = (dir.x*dir.y) < 0.0 ? true : false;
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// Rotate address from relative to absolute.
addr = addr * dir.yx;
addr = inv ? addr.yx : addr;
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// Rotate straight line equation from relative to absolute.
lparam.xy = lparam.xy * dir.yx;
lparam.xy = inv ? lparam.yx : lparam.xy;
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addr.x += 2.0;
addr.y += 2.0;
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lparam.w = addr.x * 8.0 + addr.y;
FragColor = vec4(remapTo01(lparam, low, high));
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}
/*
19 1
9 1
4 0
2 0
1 1
0 0
0 0000 ND
1 0001 EDR0
2 0010 EDR
3 0011 EDRU
4 0100 EDRL
5 0101 EDRU3
6 0110 EDRL3
0 1 2 3 4
-2 -1 0 1 2
*/