mirror of
https://github.com/italicsjenga/slang-shaders.git
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203 lines
6 KiB
Plaintext
203 lines
6 KiB
Plaintext
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#version 450
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/*
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Hyllian's xBR level 3 pass1 Shader
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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#define round(X) floor((X)+0.5)
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define mul(a,b) (b*a)
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec2 delta;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0004;
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vec2 ps = vec2(1.0/params.OriginalSize.x, 1.0/params.OriginalSize.y);
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float dx = ps.x;
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float dy = ps.y;
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// A3 B3 C3
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// A1 B1 C1
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//A2 A0 A B C C4 C6
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//D2 D0 D E F F4 F6
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//G2 G0 G H I I4 I6
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// G5 H5 I5
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// G7 H7 I7
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t1 = vec4(dx, 0., 0., dy); // F H
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delta = vec2(params.SourceSize.x/params.OutputSize.x, 0.5*params.SourceSize.x/params.OutputSize.x); // Delta is the thickness of interpolation
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 t1;
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layout(location = 2) in vec2 delta;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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const mat2x4 sym_vectors = mat2x4(1., 1., -1., -1., 1., -1., -1., 1.);
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const vec3 lines[12] = {
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vec3(1.0, 1.0, 0.75),
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vec3(1.0, 1.0, 0.5),
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vec3(2.0, 1.0, 0.5),
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vec3(1.0, 2.0, 0.5),
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vec3(3.0, 1.0, 0.5),
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vec3(1.0, 3.0, 0.5),
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vec3(-1.0, 2.0, 0.5),
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vec3(2.0, -1.0, 0.5),
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vec3(-1.0, 3.0, 0.5),
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vec3(3.0, -1.0, 0.5),
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vec3(3.0, 1.0, 1.5),
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vec3(1.0, 3.0, 1.5)
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};
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float remapFrom01(float v, float high)
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{
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return (high*v + 0.5);
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}
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vec3 remapFrom01(vec3 v, vec3 low, vec3 high)
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{
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return round(mix(low, high, v));
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}
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vec4 unpack_info(float i)
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{
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vec4 info;
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info.x = round(modf(i/2.0, i));
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info.y = round(modf(i/2.0, i));
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info.z = round(modf(i/2.0, i));
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info.w = i;
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return info;
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}
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void main()
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{
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vec2 px; // px = pixel to blend
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float pxr, pxd, line, edr3_nrl, edr3_ndu;
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vec2 pos = fract(vTexCoord*params.SourceSize.xy)-vec2(0.5, 0.5); // pos = pixel position
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vec2 dir = sign(pos); // dir = pixel direction
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vec2 g1 = dir*( saturate(-dir.y*dir.x)*t1.zw + saturate( dir.y*dir.x)*t1.xy);
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vec2 g2 = dir*( saturate( dir.y*dir.x)*t1.zw + saturate(-dir.y*dir.x)*t1.xy);
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vec3 F = texture(Original, vTexCoord +g1).xyz;
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vec3 B = texture(Original, vTexCoord -g2).xyz;
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vec3 D = texture(Original, vTexCoord -g1).xyz;
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vec3 H = texture(Original, vTexCoord +g2).xyz;
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vec3 E = texture(Original, vTexCoord ).xyz;
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vec3 F4 = texture(Original, vTexCoord +2.0*g1).xyz;
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vec3 I = texture(Original, vTexCoord +g1+g2).xyz;
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vec3 H5 = texture(Original, vTexCoord +2.0*g2).xyz;
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vec4 icomp = round(saturate(mul(dir, sym_vectors))); // choose info component
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float info = remapFrom01(dot(texture(Source, vTexCoord ), icomp), 255.0); // retrieve 1st pass info
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float info_nr = remapFrom01(dot(texture(Source, vTexCoord+g1), icomp), 255.0); // 1st pass info from neighbor r
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float info_nd = remapFrom01(dot(texture(Source, vTexCoord+g2), icomp), 255.0); // 1st pass info from neighbor d
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modf(info/2.0f, info); // discard info
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modf(info/2.0f, info); // discard info
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px.x = round(modf(info/2.0, info));
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px.y = round(modf(info/2.0, info));
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vec4 flags = unpack_info(info); // retrieve 1st pass flags
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edr3_nrl = round(modf(info_nr/2.0, info_nr));
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modf(info_nr/2.0, info_nr); // discard info_nr
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modf(info_nr/2.0, info_nr); // discard info_nr
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pxr = round(modf(info_nr/2.0, info_nr));
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modf(info_nd/2.0, info_nd); // discard info_nd
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edr3_ndu = round(modf(info_nd/2.0, info_nd));
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modf(info_nd/2.0, info_nd); // discard info_nd
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pxd = round(modf(info_nd/2.0, info_nd));
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float aux = round(dot(vec4(8.0, 4.0, 2.0, 1.0), flags));
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vec3 slep;
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if (aux >= 6.0)
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{
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slep = (aux==6.0 ? lines[6] : (aux==7.0 ? lines[7] : (aux==8.0 ? lines[8] : (aux==9.0 ? lines[9] : (aux==10.0 ? lines[10] : lines[11])))));
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}
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else
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{
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slep = (aux==0.0 ? lines[0] : (aux==1.0 ? lines[1] : (aux==2.0 ? lines[2] : (aux==3.0 ? lines[3] : (aux==4.0 ? lines[4] : lines[5])))));
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}
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vec2 fp = (dir.x*dir.y) > 0.0 ? abs(pos) : abs(pos.yx);
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vec3 fp1 = vec3(fp.yx, -1);
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vec3 color = E;
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float fx;
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if (aux < 10.0)
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{
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fx = saturate(dot(fp1, slep)/(2.*delta.x)+0.5);
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color = mix(E, mix(mix(H, F, px.y), mix(D, B, px.y), px.x), fx); // interpolate if there's edge
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}
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else if (edr3_nrl == 1.0)
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{
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fx = saturate(dot(fp1, lines[10])/(2.*delta.x)+0.5);
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color = mix(E, mix(I, F4, pxr), fx); // interpolate if there's edge
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}
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else if (edr3_ndu == 1.0)
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{
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fx = saturate(dot(fp1, lines[11])/(2.*delta.x)+0.5);
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color = mix(E, mix(H5, I, pxd), fx); // interpolate if there's edge
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}
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FragColor = vec4(color, 1.0);
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}
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