mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
291 lines
9.2 KiB
Plaintext
291 lines
9.2 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
|
||
|
Hyllian's xBR MultiLevel4 Shader - Pass2
|
||
|
|
||
|
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;
|
||
|
|
||
|
#define round(X) floor((X)+0.5)
|
||
|
#define mul(a,b) (b*a)
|
||
|
#define saturate(c) clamp(c, 0.0, 1.0)
|
||
|
|
||
|
const float cf2 = 2.0;
|
||
|
const float cf3 = 4.0;
|
||
|
const float cf4 = 4.0;
|
||
|
const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
|
||
|
const vec4 eq_threshold2 = vec4( 5.0, 5.0, 5.0, 5.0);
|
||
|
const vec4 eq_threshold3 = vec4(25.0, 25.0, 25.0, 25.0);
|
||
|
const float y_weight = 48.0;
|
||
|
const float u_weight = 7.0;
|
||
|
const float v_weight = 6.0;
|
||
|
const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
|
||
|
const mat3 yuv_weighted = mat3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
|
||
|
const vec4 maximo = vec4(255.0, 255.0, 255.0, 255.0);
|
||
|
|
||
|
|
||
|
vec4 df(vec4 A, vec4 B)
|
||
|
{
|
||
|
return vec4(abs(A-B));
|
||
|
}
|
||
|
|
||
|
bvec4 rd(vec4 A, vec4 B, vec4 C, vec4 D)
|
||
|
{
|
||
|
return (greaterThan(df(C,D)/(df(A,B)+0.000000001) , vec4(2.0)));
|
||
|
}
|
||
|
|
||
|
bvec4 id(vec4 A, vec4 B, vec4 C, vec4 D)
|
||
|
{
|
||
|
return greaterThan(df(C,D) , df(A,B));
|
||
|
}
|
||
|
|
||
|
vec4 remapTo01(vec4 v, vec4 high)
|
||
|
{
|
||
|
return (v/high);
|
||
|
}
|
||
|
|
||
|
vec4 remapFrom01(vec4 v, vec4 high)
|
||
|
{
|
||
|
return round(high*v);
|
||
|
}
|
||
|
|
||
|
bvec4 eq(vec4 A, vec4 B)
|
||
|
{
|
||
|
return lessThan(df(A, B) , eq_threshold);
|
||
|
}
|
||
|
|
||
|
bvec4 eq2(vec4 A, vec4 B)
|
||
|
{
|
||
|
return lessThan(df(A, B) , eq_threshold2);
|
||
|
}
|
||
|
|
||
|
bvec4 eq3(vec4 A, vec4 B)
|
||
|
{
|
||
|
return lessThan(df(A, B) , eq_threshold3);
|
||
|
}
|
||
|
|
||
|
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
|
||
|
{
|
||
|
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
|
||
|
}
|
||
|
|
||
|
bvec4 and(bvec4 A, bvec4 B)
|
||
|
{
|
||
|
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
|
||
|
}
|
||
|
|
||
|
bvec4 or(bvec4 A, bvec4 B)
|
||
|
{
|
||
|
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
|
||
|
}
|
||
|
|
||
|
#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;
|
||
|
layout(location = 5) out vec4 t5;
|
||
|
layout(location = 6) out vec4 t6;
|
||
|
layout(location = 7) out vec4 t7;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = TexCoord * 1.0004;
|
||
|
|
||
|
float dx = params.SourceSize.z;
|
||
|
float dy = params.SourceSize.w;
|
||
|
|
||
|
// A1 B1 C1
|
||
|
// A0 A B C C4
|
||
|
// D0 D E F F4
|
||
|
// G0 G H I I4
|
||
|
// G5 H5 I5
|
||
|
|
||
|
t1 = vTexCoord.xxxy + vec4( -dx, 0., dx,-2.0*dy); // A1 B1 C1
|
||
|
t2 = vTexCoord.xxxy + vec4( -dx, 0., dx, -dy); // A B C
|
||
|
t3 = vTexCoord.xxxy + vec4( -dx, 0., dx, 0); // D E F
|
||
|
t4 = vTexCoord.xxxy + vec4( -dx, 0., dx, dy); // G H I
|
||
|
t5 = vTexCoord.xxxy + vec4( -dx, 0., dx, 2.0*dy); // G5 H5 I5
|
||
|
t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0., dy); // A0 D0 G0
|
||
|
t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0., dy); // C4 F4 I4
|
||
|
}
|
||
|
|
||
|
#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 = 5) in vec4 t5;
|
||
|
layout(location = 6) in vec4 t6;
|
||
|
layout(location = 7) in vec4 t7;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
layout(set = 0, binding = 3) uniform sampler2D Original;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec4 PA = texture(Source, t2.xw);
|
||
|
vec4 PB = texture(Source, t2.yw);
|
||
|
vec4 PC = texture(Source, t2.zw);
|
||
|
|
||
|
vec4 PD = texture(Source, t3.xw);
|
||
|
vec4 PE = texture(Source, t3.yw);
|
||
|
vec4 PF = texture(Source, t3.zw);
|
||
|
|
||
|
vec4 PG = texture(Source, t4.xw);
|
||
|
vec4 PH = texture(Source, t4.yw);
|
||
|
vec4 PI = texture(Source, t4.zw);
|
||
|
|
||
|
vec3 A1 = texture(Original, t1.xw).rgb;
|
||
|
vec3 B1 = texture(Original, t1.yw).rgb;
|
||
|
vec3 C1 = texture(Original, t1.zw).rgb;
|
||
|
|
||
|
vec3 A = texture(Original, t2.xw).rgb;
|
||
|
vec3 B = texture(Original, t2.yw).rgb;
|
||
|
vec3 C = texture(Original, t2.zw).rgb;
|
||
|
|
||
|
vec3 D = texture(Original, t3.xw).rgb;
|
||
|
vec3 E = texture(Original, t3.yw).rgb;
|
||
|
vec3 F = texture(Original, t3.zw).rgb;
|
||
|
|
||
|
vec3 G = texture(Original, t4.xw).rgb;
|
||
|
vec3 H = texture(Original, t4.yw).rgb;
|
||
|
vec3 I = texture(Original, t4.zw).rgb;
|
||
|
|
||
|
vec3 G5 = texture(Original, t5.xw).rgb;
|
||
|
vec3 H5 = texture(Original, t5.yw).rgb;
|
||
|
vec3 I5 = texture(Original, t5.zw).rgb;
|
||
|
|
||
|
vec3 A0 = texture(Original, t6.xy).rgb;
|
||
|
vec3 D0 = texture(Original, t6.xz).rgb;
|
||
|
vec3 G0 = texture(Original, t6.xw).rgb;
|
||
|
|
||
|
vec3 C4 = texture(Original, t7.xy).rgb;
|
||
|
vec3 F4 = texture(Original, t7.xz).rgb;
|
||
|
vec3 I4 = texture(Original, t7.xw).rgb;
|
||
|
|
||
|
vec4 b = mul( mat4x3(B, D, H, F), yuv_weighted[0] );
|
||
|
vec4 c = mul( mat4x3(C, A, G, I), yuv_weighted[0] );
|
||
|
vec4 e = mul( mat4x3(E, E, E, E), yuv_weighted[0] );
|
||
|
vec4 d = b.yzwx;
|
||
|
vec4 f = b.wxyz;
|
||
|
vec4 g = c.zwxy;
|
||
|
vec4 h = b.zwxy;
|
||
|
vec4 i = c.wxyz;
|
||
|
|
||
|
vec4 i4 = mul( mat4x3(I4, C1, A0, G5), yuv_weighted[0] );
|
||
|
vec4 i5 = mul( mat4x3(I5, C4, A1, G0), yuv_weighted[0] );
|
||
|
vec4 h5 = mul( mat4x3(H5, F4, B1, D0), yuv_weighted[0] );
|
||
|
vec4 f4 = h5.yzwx;
|
||
|
|
||
|
vec4 pe = remapFrom01(PE, maximo);
|
||
|
vec4 pf = remapFrom01(PF, maximo);
|
||
|
vec4 ph = remapFrom01(PH, maximo);
|
||
|
vec4 pb = remapFrom01(PB, maximo);
|
||
|
vec4 pd = remapFrom01(PD, maximo);
|
||
|
|
||
|
vec4 f2 = vec4(pf.z, pb.w, pd.x, ph.y);
|
||
|
vec4 h2 = vec4(ph.z, pf.w, pb.x, pd.y);
|
||
|
vec4 f1 = vec4(pf.y, pb.z, pd.w, ph.x);
|
||
|
vec4 h3 = vec4(ph.w, pf.x, pb.y, pd.z);
|
||
|
|
||
|
bvec4 nbrs;
|
||
|
nbrs.x = (pe.y > 1.0) || (pe.w > 1.0) ? true : false;
|
||
|
nbrs.y = (pe.z > 1.0) || (pe.x > 1.0) ? true : false;
|
||
|
nbrs.z = (pe.w > 1.0) || (pe.y > 1.0) ? true : false;
|
||
|
nbrs.w = (pe.x > 1.0) || (pe.z > 1.0) ? true : false;
|
||
|
|
||
|
bvec4 jag1;
|
||
|
jag1.x = (f2.x > 1.0) || (h2.x > 1.0) ? true : false;
|
||
|
jag1.y = (f2.y > 1.0) || (h2.y > 1.0) ? true : false;
|
||
|
jag1.z = (f2.z > 1.0) || (h2.z > 1.0) ? true : false;
|
||
|
jag1.w = (f2.w > 1.0) || (h2.w > 1.0) ? true : false;
|
||
|
|
||
|
bvec4 jag2;
|
||
|
jag2.x = (f2.x > 2.0) || (h2.x > 2.0) ? true : false;
|
||
|
jag2.x = (f2.y > 2.0) || (h2.y > 2.0) ? true : false;
|
||
|
jag2.x = (f2.z > 2.0) || (h2.z > 2.0) ? true : false;
|
||
|
jag2.x = (f2.w > 2.0) || (h2.w > 2.0) ? true : false;
|
||
|
|
||
|
bvec4 jag3;
|
||
|
jag3.x = (f2.x > 4.0) || (h2.x > 4.0) ? true : false;
|
||
|
jag3.y = (f2.y > 4.0) || (h2.y > 4.0) ? true : false;
|
||
|
jag3.z = (f2.z > 4.0) || (h2.z > 4.0) ? true : false;
|
||
|
jag3.w = (f2.w > 4.0) || (h2.w > 4.0) ? true : false;
|
||
|
|
||
|
pe.x = (pe.x == 7.0 || pe.x == 8.0) ? ((jag3.x) ? pe.x : (pe.x - 2.0)) : pe.x;
|
||
|
pe.y = (pe.y == 7.0 || pe.y == 8.0) ? ((jag3.y) ? pe.y : (pe.y - 2.0)) : pe.y;
|
||
|
pe.z = (pe.z == 7.0 || pe.z == 8.0) ? ((jag3.z) ? pe.z : (pe.z - 2.0)) : pe.z;
|
||
|
pe.w = (pe.w == 7.0 || pe.w == 8.0) ? ((jag3.w) ? pe.w : (pe.w - 2.0)) : pe.w;
|
||
|
|
||
|
pe.x = (pe.x == 5.0 || pe.x == 6.0) ? ((jag2.x) ? pe.x : (pe.x - 2.0)) : pe.x;
|
||
|
pe.y = (pe.y == 5.0 || pe.y == 6.0) ? ((jag2.y) ? pe.y : (pe.y - 2.0)) : pe.y;
|
||
|
pe.z = (pe.z == 5.0 || pe.z == 6.0) ? ((jag2.z) ? pe.z : (pe.z - 2.0)) : pe.z;
|
||
|
pe.w = (pe.w == 5.0 || pe.w == 6.0) ? ((jag2.w) ? pe.w : (pe.w - 2.0)) : pe.w;
|
||
|
|
||
|
bvec4 jag91;
|
||
|
jag91.x = ((id(h,i,e,h).x || id(i4,i,f4,i4).x) && (f2.x > 1.0) && (f1.x > 1.0));
|
||
|
jag91.y = ((id(h,i,e,h).y || id(i4,i,f4,i4).y) && (f2.y > 1.0) && (f1.y > 1.0));
|
||
|
jag91.z = ((id(h,i,e,h).z || id(i4,i,f4,i4).z) && (f2.z > 1.0) && (f1.z > 1.0));
|
||
|
jag91.w = ((id(h,i,e,h).w || id(i4,i,f4,i4).w) && (f2.w > 1.0) && (f1.w > 1.0));
|
||
|
|
||
|
bvec4 jag92;
|
||
|
jag92.x = ((id(f,i,e,f).x || id(i5,i,h5,i5).x) && (h2.x > 1.0) && (h3.x > 1.0));
|
||
|
jag92.y = ((id(f,i,e,f).y || id(i5,i,h5,i5).y) && (h2.y > 1.0) && (h3.y > 1.0));
|
||
|
jag92.z = ((id(f,i,e,f).z || id(i5,i,h5,i5).z) && (h2.z > 1.0) && (h3.z > 1.0));
|
||
|
jag92.w = ((id(f,i,e,f).w || id(i5,i,h5,i5).w) && (h2.w > 1.0) && (h3.w > 1.0));
|
||
|
|
||
|
bvec4 jag93 = ( rd(h,g,e,g));
|
||
|
bvec4 jag94 = ( rd(f,c,e,c));
|
||
|
|
||
|
bvec4 jag9;
|
||
|
jag9.x = (!(jag91.x && jag93.x || jag92.x && jag94.x));
|
||
|
jag9.y = (!(jag91.y && jag93.y || jag92.y && jag94.y));
|
||
|
jag9.z = (!(jag91.z && jag93.z || jag92.z && jag94.z));
|
||
|
jag9.w = (!(jag91.w && jag93.w || jag92.w && jag94.w));
|
||
|
|
||
|
pe.x = ((pe.x == 0.0) || (!nbrs.x || jag1.x) && jag9.x) ? pe.x : 1.0;
|
||
|
pe.y = ((pe.y == 0.0) || (!nbrs.y || jag1.y) && jag9.y) ? pe.y : 1.0;
|
||
|
pe.z = ((pe.z == 0.0) || (!nbrs.z || jag1.z) && jag9.z) ? pe.z : 1.0;
|
||
|
pe.w = ((pe.w == 0.0) || (!nbrs.w || jag1.w) && jag9.w) ? pe.w : 1.0;
|
||
|
|
||
|
FragColor = vec4(remapTo01(pe, maximo));
|
||
|
}
|