mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 19:31:30 +11:00
141 lines
3.1 KiB
Plaintext
141 lines
3.1 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Spline16 - PassY - by Hyllian 2022
|
||
|
|
||
|
Adapted from bicubic source shaders below.
|
||
|
|
||
|
Spline36 math sources: https://www.panotools.org/dersch/interpolator/interpolator.html
|
||
|
*/
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
Copyright (C) 2010 Team XBMC
|
||
|
http://www.xbmc.org
|
||
|
Copyright (C) 2011 Stefanos A.
|
||
|
http://www.opentk.com
|
||
|
|
||
|
This Program is free software; you can redistribute it and/or modify
|
||
|
it under the terms of the GNU General Public License as published by
|
||
|
the Free Software Foundation; either version 2, or (at your option)
|
||
|
any later version.
|
||
|
|
||
|
This Program 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 General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with XBMC; see the file COPYING. If not, write to
|
||
|
the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
|
||
|
http://www.gnu.org/copyleft/gpl.html
|
||
|
*/
|
||
|
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float S16_ANTI_RINGING;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter S16_ANTI_RINGING "Spline16 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
|
||
|
|
||
|
#define S16_ANTI_RINGING params.S16_ANTI_RINGING
|
||
|
|
||
|
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 + vec2(0.0001, 0.0001);;
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
|
||
|
float weight(float x)
|
||
|
{
|
||
|
x = abs(x);
|
||
|
|
||
|
if (x < 1.0)
|
||
|
{
|
||
|
return
|
||
|
(
|
||
|
((x - 9.0 / 5.0) * x - 1.0 / 5.0 ) * x + 1.0
|
||
|
);
|
||
|
}
|
||
|
else if ((x >= 1.0) && (x < 2.0))
|
||
|
{
|
||
|
return
|
||
|
(
|
||
|
(( -1.0 / 3.0 * (x - 1) + 4.0 / 5.0 ) * (x - 1) - 7.0 / 15.0 ) * (x - 1)
|
||
|
);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return 0.0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
vec4 weight4(float x)
|
||
|
{
|
||
|
return vec4(
|
||
|
weight(x - 2.0),
|
||
|
weight(x - 1.0),
|
||
|
weight(x),
|
||
|
weight(x + 1.0)
|
||
|
);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 ps = params.SourceSize.zw;
|
||
|
vec2 pos = vTexCoord.xy + ps * vec2(0.0, 0.5);
|
||
|
vec2 fp = fract(pos / ps);
|
||
|
|
||
|
vec2 xystart = (-1.5 - fp) * ps + pos;
|
||
|
|
||
|
float xpos = xystart.x + ps.x * 2.0;
|
||
|
|
||
|
vec3 C0 = texture(Source, vec2(xpos, xystart.y )).rgb;
|
||
|
vec3 C1 = texture(Source, vec2(xpos, xystart.y + ps.y )).rgb;
|
||
|
vec3 C2 = texture(Source, vec2(xpos, xystart.y + ps.y * 2.0)).rgb;
|
||
|
vec3 C3 = texture(Source, vec2(xpos, xystart.y + ps.y * 3.0)).rgb;
|
||
|
|
||
|
vec4 w = weight4(1.0 - fp.y);
|
||
|
|
||
|
float sum = dot( w, vec4(1));
|
||
|
w /= sum;
|
||
|
|
||
|
vec3 color = mat4x3( C0, C1, C2, C3 ) * w;
|
||
|
|
||
|
// Anti-ringing
|
||
|
if (S16_ANTI_RINGING == 1.0)
|
||
|
{
|
||
|
vec3 aux = color;
|
||
|
vec3 min_sample = min(min(C0, C1), min(C2, C3));
|
||
|
vec3 max_sample = max(max(C0, C1), max(C2, C3));
|
||
|
color = clamp(color, min_sample, max_sample);
|
||
|
color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3)));
|
||
|
}
|
||
|
|
||
|
FragColor = vec4(color, 1.0);
|
||
|
}
|