slang-shaders/edge-smoothing/xbrz/shaders/xbrz-freescale-multipass/xbrz-freescale-pass1.slang

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#version 450
/*
Hyllian's xBR-vertex code and texel mapping
Copyright (C) 2011/2016 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.
*/
// This shader also uses code and/or concepts from xBRZ as it appears
// in the Desmume source code. The license for which is as follows:
// ****************************************************************************
// * This file is part of the HqMAME project. It is distributed under *
// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
// * *
// * Additionally and as a special exception, the author gives permission *
// * to link the code of this program with the MAME library (or with modified *
// * versions of MAME that use the same license as MAME), and distribute *
// * linked combinations including the two. You must obey the GNU General *
// * Public License in all respects for all of the code used other than MAME. *
// * If you modify this file, you may extend this exception to your version *
// * of the file, but you are not obligated to do so. If you do not wish to *
// * do so, delete this exception statement from your version. *
// ****************************************************************************
layout(push_constant) uniform Push
{
vec4 xbrz_fs_refpassSize;
vec4 OutputSize;
float blend_none, blend_normal, blend_dominant;
} params;
#pragma parameter blend_none "Blend None" 0.0 0.0 2.0 1.0
#pragma parameter blend_normal "Blend Normal" 1.0 0.0 2.0 1.0
#pragma parameter blend_dominant "Blend Dominant" 2.0 0.0 2.0 1.0
#define BLEND_NONE int(params.blend_none)
#define BLEND_NORMAL int(params.blend_normal)
#define BLEND_DOMINANT int(params.blend_dominant)
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#define LUMINANCE_WEIGHT 1.0
#define EQUAL_COLOR_TOLERANCE 30.0/255.0
#define STEEP_DIRECTION_THRESHOLD 2.2
#define DOMINANT_DIRECTION_THRESHOLD 3.6
float DistYCbCr(vec3 pixA, vec3 pixB)
{
const vec3 w = vec3(0.2627, 0.6780, 0.0593);
const float scaleB = 0.5 / (1.0 - w.b);
const float scaleR = 0.5 / (1.0 - w.r);
vec3 diff = pixA - pixB;
float Y = dot(diff.rgb, w);
float Cb = scaleB * (diff.b - Y);
float Cr = scaleR * (diff.r - Y);
return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
}
bool IsPixEqual(const vec3 pixA, const vec3 pixB)
{
return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
}
float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
{
vec2 P0 = center - origin;
vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
vec2 distv = P0 - proj;
vec2 orth = vec2(-direction.y, direction.x);
float side = sign(dot(P0, orth));
float v = side * length(distv * scale);
// return step(0, v);
return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
}
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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 xbrz_fs_refpass;
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#define eq(a,b) (a == b)
#define neq(a,b) (a != b)
#define P(x,y) texture(xbrz_fs_refpass, coord + params.xbrz_fs_refpassSize.zw * vec2(x, y)).rgb
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void main()
{
//---------------------------------------
// Input Pixel Mapping: -|B|-
// D|E|F
// -|H|-
vec2 scale = params.OutputSize.xy * params.xbrz_fs_refpassSize.zw;
vec2 pos = fract(vTexCoord * params.xbrz_fs_refpassSize.xy) - vec2(0.5, 0.5);
vec2 coord = vTexCoord - pos * params.xbrz_fs_refpassSize.zw;
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vec3 B = P( 0,-1);
vec3 D = P(-1, 0);
vec3 E = P( 0, 0);
vec3 F = P( 1, 0);
vec3 H = P( 0, 1);
vec4 info = floor(texture(Source, coord) * 255.0 + 0.5);
// info Mapping: x|y|
// w|z|
vec4 blendResult = floor(mod(info, 4.0));
vec4 doLineBlend = floor(mod(info / 4.0, 4.0));
vec4 haveShallowLine = floor(mod(info / 16.0, 4.0));
vec4 haveSteepLine = floor(mod(info / 64.0, 4.0));
vec3 res = E;
// Pixel Tap Mapping: -|-|-
// -|E|F
// -|H|-
if(blendResult.z > BLEND_NONE)
{
vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
vec2 direction = vec2(1.0, -1.0);
if(doLineBlend.z > 0.0)
{
origin = haveShallowLine.z > 0.0? vec2(0.0, 0.25) : vec2(0.0, 0.5);
direction.x += haveShallowLine.z;
direction.y -= haveSteepLine.z;
}
vec3 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|-|-
// D|E|-
// -|H|-
if(blendResult.w > BLEND_NONE)
{
vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
vec2 direction = vec2(1.0, 1.0);
if(doLineBlend.w > 0.0)
{
origin = haveShallowLine.w > 0.0? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
direction.y += haveShallowLine.w;
direction.x += haveSteepLine.w;
}
vec3 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|B|-
// -|E|F
// -|-|-
if(blendResult.y > BLEND_NONE)
{
vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
vec2 direction = vec2(-1.0, -1.0);
if(doLineBlend.y > 0.0)
{
origin = haveShallowLine.y > 0.0? vec2(0.25, 0.0) : vec2(0.5, 0.0);
direction.y -= haveShallowLine.y;
direction.x -= haveSteepLine.y;
}
vec3 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|B|-
// D|E|-
// -|-|-
if(blendResult.x > BLEND_NONE)
{
vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
vec2 direction = vec2(-1.0, 1.0);
if(doLineBlend.x > 0.0)
{
origin = haveShallowLine.x > 0.0? vec2(0.0, -0.25) : vec2(0.0, -0.5);
direction.x -= haveShallowLine.x;
direction.y += haveSteepLine.x;
}
vec3 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
FragColor = vec4(res, 1.0);
}