slang-shaders/edge-smoothing/hqx/shaders/pass1.slang

114 lines
3.6 KiB
Plaintext
Raw Normal View History

2016-08-03 07:35:27 +10:00
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
float trY;
float trU;
float trV;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
/*
* Copyright (C) 2003 Maxim Stepin ( maxst@hiend3d.com )
*
* Copyright (C) 2010 Cameron Zemek ( grom@zeminvaders.net )
*
* Copyright (C) 2014 Jules Blok ( jules@aerix.nl )
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma parameter trY "Y Threshold" 48.0 0.0 255.0 1.0
#pragma parameter trU "U Threshold" 7.0 0.0 255.0 1.0
#pragma parameter trV "V Threshold" 6.0 0.0 255.0 1.0
vec3 yuv_threshold = vec3(registers.trY/255.0, registers.trU/255.0, registers.trV/255.0);
const mat3 yuv = mat3(0.299, -0.169, 0.5, 0.587, -0.331, -0.419, 0.114, 0.5, -0.081);
const vec3 yuv_offset = vec3(0.0, 0.5, 0.5);
bool diff(vec3 yuv1, vec3 yuv2) {
bvec3 res = greaterThan(abs((yuv1 + yuv_offset) - (yuv2 + yuv_offset)) , yuv_threshold);
return res.x || res.y || res.z;
}
#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;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float dx = registers.SourceSize.z;
float dy = registers.SourceSize.w;
// +----+----+----+
// | | | |
// | w1 | w2 | w3 |
// +----+----+----+
// | | | |
// | w4 | w5 | w6 |
// +----+----+----+
// | | | |
// | w7 | w8 | w9 |
// +----+----+----+
t1 = vTexCoord.xxxy + vec4(-dx, 0, dx, -dy); // w1 | w2 | w3;
t2 = vTexCoord.xxxy + vec4(-dx, 0, dx, 0); // w4 | w5 | w6;
t3 = vTexCoord.xxxy + vec4(-dx, 0, dx, dy); // w7 | w8 | w9;
}
#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 = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 w1 = yuv * texture(Source, t1.xw).rgb;
vec3 w2 = yuv * texture(Source, t1.yw).rgb;
vec3 w3 = yuv * texture(Source, t1.zw).rgb;
vec3 w4 = yuv * texture(Source, t2.xw).rgb;
vec3 w5 = yuv * texture(Source, t2.yw).rgb;
vec3 w6 = yuv * texture(Source, t2.zw).rgb;
vec3 w7 = yuv * texture(Source, t3.xw).rgb;
vec3 w8 = yuv * texture(Source, t3.yw).rgb;
vec3 w9 = yuv * texture(Source, t3.zw).rgb;
2016-08-10 00:14:03 +10:00
vec3 pattern_1 = vec3(diff(w5, w1), diff(w5, w2), diff(w5, w3));
vec3 pattern_2 = vec3(diff(w5, w4), false, diff(w5, w6));
vec3 pattern_3 = vec3(diff(w5, w7), diff(w5, w8), diff(w5, w9));
vec4 cross = vec4(diff(w4, w2), diff(w2, w6), diff(w8, w4), diff(w6, w8));
2016-08-03 07:35:27 +10:00
vec2 index;
index.x = dot(pattern_1, vec3(1, 2, 4)) +
dot(pattern_2, vec3(8, 0, 16)) +
dot(pattern_3, vec3(32, 64, 128));
index.y = dot(cross, vec4(1, 2, 4, 8));
FragColor = vec4(index / vec2(255.0, 15.0), 0.0, 1.0);
}