slang-shaders/edge-smoothing/scalehq/shaders/2xScaleHQ.slang

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2016-07-21 23:37:37 +10:00
#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
vec3 dt = vec3(1.0);
#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;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
layout(location = 4) out vec4 t4;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float x = 0.5 * global.SourceSize.z;
float y = 0.5 * global.SourceSize.w;
vec2 dg1 = vec2( x, y);
vec2 dg2 = vec2(-x, y);
vec2 dx = vec2(x, 0.0);
vec2 dy = vec2(0.0, y);
t1 = vec4(vTexCoord - dg1, vTexCoord - dy);
t2 = vec4(vTexCoord - dg2, vTexCoord + dx);
t3 = vec4(vTexCoord + dg1, vTexCoord + dy);
t4 = vec4(vTexCoord + dg2, vTexCoord - dx);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 4) in vec4 t4;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float mx = 0.325; // start smoothing wt.
float k = -0.250; // wt. decrease factor
float max_w = 0.25; // max filter weigth
float min_w =-0.05; // min filter weigth
float lum_add = 0.25; // affects smoothing
void main()
{
vec3 c00 = texture(Source, t1.xy).xyz;
vec3 c10 = texture(Source, t1.zw).xyz;
vec3 c20 = texture(Source, t2.xy).xyz;
vec3 c01 = texture(Source, t4.zw).xyz;
vec3 c11 = texture(Source, vTexCoord).xyz;
vec3 c21 = texture(Source, t2.zw).xyz;
vec3 c02 = texture(Source, t4.xy).xyz;
vec3 c12 = texture(Source, t3.zw).xyz;
vec3 c22 = texture(Source, t3.xy).xyz;
float md1 = dot(abs(c00 - c22), dt);
float md2 = dot(abs(c02 - c20), dt);
float w1 = dot(abs(c22 - c11), dt) * md2;
float w2 = dot(abs(c02 - c11), dt) * md1;
float w3 = dot(abs(c00 - c11), dt) * md2;
float w4 = dot(abs(c20 - c11), dt) * md1;
float t1 = w1 + w3;
float t2 = w2 + w4;
float ww = max(t1, t2) + 0.0001;
c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);
float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);
float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);
w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);
w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);
w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);
FragColor = vec4(w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11, 1.0);
}