slang-shaders/edge-smoothing/scalefx/shaders/scalefx-pass2.slang

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#version 450
/*
ScaleFX - Pass 2
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by Sp00kyFox, 2017-03-01
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Filter: Nearest
Scale: 1x
ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
originally intended as an improvement upon Scale3x but became a new filter in
its own right.
ScaleFX interpolates edges up to level 6 and makes smooth transitions between
different slopes. The filtered picture will only consist of colours present
in the original.
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Pass 2 resolves ambiguous configurations of corner candidates at pixel junctions.
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Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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.
*/
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layout(push_constant) uniform Push
{
vec4 SourceSize;
} params;
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layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
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} global;
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#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord*1.0001;
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}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform sampler2D Source;
layout(binding = 2) uniform sampler2D scalefx_pass0;
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#define LE(x, y) (1 - step(y, x))
#define GE(x, y) (1 - step(x, y))
#define LEQ(x, y) step(x, y)
#define GEQ(x, y) step(y, x)
#define NOT(x) (1 - (x))
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// corner dominance at junctions
vec4 dom(vec3 x, vec3 y, vec3 z, vec3 w){
return 2 * vec4(x.y, y.y, z.y, w.y) - (vec4(x.x, y.x, z.x, w.x) + vec4(x.z, y.z, z.z, w.z));
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}
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// necessary but not sufficient junction condition for orthogonal edges
float clear(vec2 crn, vec2 a, vec2 b){
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return (crn.x >= max(min(a.x, a.y), min(b.x, b.y))) && (crn.y >= max(min(a.x, b.y), min(b.x, a.y))) ? 1. : 0.;
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}
void main()
{
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/* grid metric pattern
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A B C x y z x y
D E F o w w z
G H I
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*/
#define TEXm(x, y) textureOffset(scalefx_pass0, vTexCoord, ivec2(x, y))
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#define TEXs(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
// metric data
vec4 A = TEXm(-1,-1), B = TEXm( 0,-1);
vec4 D = TEXm(-1, 0), E = TEXm( 0, 0), F = TEXm( 1, 0);
vec4 G = TEXm(-1, 1), H = TEXm( 0, 1), I = TEXm( 1, 1);
// strength data
vec4 As = TEXs(-1,-1), Bs = TEXs( 0,-1), Cs = TEXs( 1,-1);
vec4 Ds = TEXs(-1, 0), Es = TEXs( 0, 0), Fs = TEXs( 1, 0);
vec4 Gs = TEXs(-1, 1), Hs = TEXs( 0, 1), Is = TEXs( 1, 1);
// strength & dominance junctions
vec4 jSx = vec4(As.z, Bs.w, Es.x, Ds.y), jDx = dom(As.yzw, Bs.zwx, Es.wxy, Ds.xyz);
vec4 jSy = vec4(Bs.z, Cs.w, Fs.x, Es.y), jDy = dom(Bs.yzw, Cs.zwx, Fs.wxy, Es.xyz);
vec4 jSz = vec4(Es.z, Fs.w, Is.x, Hs.y), jDz = dom(Es.yzw, Fs.zwx, Is.wxy, Hs.xyz);
vec4 jSw = vec4(Ds.z, Es.w, Hs.x, Gs.y), jDw = dom(Ds.yzw, Es.zwx, Hs.wxy, Gs.xyz);
// majority vote for ambiguous dominance junctions
vec4 zero4 = vec4(0);
vec4 jx = min(GE(jDx, zero4) * (LEQ(jDx.yzwx, zero4) * LEQ(jDx.wxyz, zero4) + GE(jDx + jDx.zwxy, jDx.yzwx + jDx.wxyz)), 1);
vec4 jy = min(GE(jDy, zero4) * (LEQ(jDy.yzwx, zero4) * LEQ(jDy.wxyz, zero4) + GE(jDy + jDy.zwxy, jDy.yzwx + jDy.wxyz)), 1);
vec4 jz = min(GE(jDz, zero4) * (LEQ(jDz.yzwx, zero4) * LEQ(jDz.wxyz, zero4) + GE(jDz + jDz.zwxy, jDz.yzwx + jDz.wxyz)), 1);
vec4 jw = min(GE(jDw, zero4) * (LEQ(jDw.yzwx, zero4) * LEQ(jDw.wxyz, zero4) + GE(jDw + jDw.zwxy, jDw.yzwx + jDw.wxyz)), 1);
// inject strength without creating new contradictions
vec4 res;
res.x = min(jx.z + NOT(jx.y) * NOT(jx.w) * GE(jSx.z, 0) * (jx.x + GE(jSx.x + jSx.z, jSx.y + jSx.w)), 1);
res.y = min(jy.w + NOT(jy.z) * NOT(jy.x) * GE(jSy.w, 0) * (jy.y + GE(jSy.y + jSy.w, jSy.x + jSy.z)), 1);
res.z = min(jz.x + NOT(jz.w) * NOT(jz.y) * GE(jSz.x, 0) * (jz.z + GE(jSz.x + jSz.z, jSz.y + jSz.w)), 1);
res.w = min(jw.y + NOT(jw.x) * NOT(jw.z) * GE(jSw.y, 0) * (jw.w + GE(jSw.y + jSw.w, jSw.x + jSw.z)), 1);
// single pixel & end of line detection
res = min(res * (vec4(jx.z, jy.w, jz.x, jw.y) + NOT(res.wxyz * res.yzwx)), 1);
// output
vec4 clr;
clr.x = clear(vec2(D.z, E.x), vec2(D.w, E.y), vec2(A.w, D.y));
clr.y = clear(vec2(F.x, E.z), vec2(E.w, E.y), vec2(B.w, F.y));
clr.z = clear(vec2(H.z, I.x), vec2(E.w, H.y), vec2(H.w, I.y));
clr.w = clear(vec2(H.x, G.z), vec2(D.w, H.y), vec2(G.w, G.y));
vec4 h = vec4(min(D.w, A.w), min(E.w, B.w), min(E.w, H.w), min(D.w, G.w));
vec4 v = vec4(min(E.y, D.y), min(E.y, F.y), min(H.y, I.y), min(H.y, G.y));
vec4 orien = GE(h + vec4(D.w, E.w, E.w, D.w), v + vec4(E.y, E.y, H.y, H.y)); // orientation
vec4 hori = LE(h, v) * clr; // horizontal edges
vec4 vert = GE(h, v) * clr; // vertical edges
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FragColor = (res + 2 * hori + 4 * vert + 8 * orien) / 15;
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}