mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 00:21:31 +11:00
153 lines
4 KiB
Plaintext
153 lines
4 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
G-sharp resampler - dynamic range, resizable
|
||
|
|
||
|
Copyright (C) 2020 - 2021 guest(r) - guest.r@gmail.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
|
||
|
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 General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU 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.
|
||
|
|
||
|
Anti-Ringing inspired by Hyllian
|
||
|
|
||
|
*/
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float HSM_DREZ_GSHARP_ON;
|
||
|
float HSM_DREZ_SIGMA_HV;
|
||
|
float HSM_DREZ_HSHARP0;
|
||
|
float HSM_DREZ_HAR;
|
||
|
float HSM_DREZ_SHAR;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter HSM_GSHARP_DREZ_EMPTY_LINE " " 0 0 0.001 0.001
|
||
|
#pragma parameter GSHARP_DREZ_TITLE "[ --- DREZ DOWNSAMPLE FILTER - GUEST.R G-SHARP RESAMPLER --- ]:" 0 0 0.01 0.01
|
||
|
|
||
|
#pragma parameter HSM_DREZ_GSHARP_ON " G-SHARP ON" 1 0 1 1
|
||
|
#define HSM_DREZ_GSHARP_ON params.HSM_DREZ_GSHARP_ON
|
||
|
|
||
|
// Default was 1.2, now set to 2.3 to match smoothing in Hyllian b-spline
|
||
|
#pragma parameter HSM_DREZ_HSHARP0 " Filter Range" 2.3 1.0 6.0 0.1
|
||
|
#define HSM_DREZ_HSHARP0 params.HSM_DREZ_HSHARP0
|
||
|
|
||
|
// Default was 0.75
|
||
|
#pragma parameter HSM_DREZ_SIGMA_HV " Gaussian Blur Sigma" 0.75 0.1 7.0 0.05
|
||
|
#define HSM_DREZ_SIGMA_HV params.HSM_DREZ_SIGMA_HV
|
||
|
|
||
|
// Default was 0.5
|
||
|
#pragma parameter HSM_DREZ_SHAR " Sharpness Definition" 0.5 0.0 2.0 0.05
|
||
|
#define HSM_DREZ_SHAR params.HSM_DREZ_SHAR
|
||
|
|
||
|
// Default was 0.5
|
||
|
#pragma parameter HSM_DREZ_HAR " Anti-Ringing" 0.5 0.0 1.0 0.10
|
||
|
#define HSM_DREZ_HAR params.HSM_DREZ_HAR
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
||
|
#define SourceSize params.SourceSize
|
||
|
|
||
|
float invsqrsigma_h = 1.0/(2.0*HSM_DREZ_SIGMA_HV*HSM_DREZ_SIGMA_HV);
|
||
|
|
||
|
float gaussian(float x, float y)
|
||
|
{
|
||
|
return exp(-(x*x + y*y)*invsqrsigma_h);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
if (HSM_DREZ_GSHARP_ON == 0)
|
||
|
{
|
||
|
FragColor = texture(Source, vTexCoord);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
vec2 f = fract(SourceSize.xy * vTexCoord.xy);
|
||
|
f = 0.5 - f;
|
||
|
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
|
||
|
vec2 dx = vec2(SourceSize.z, 0.0);
|
||
|
vec2 dy = vec2(0.0, SourceSize.w);
|
||
|
|
||
|
vec3 colorx = 0.0.xxx;
|
||
|
vec3 colory = 0.0.xxx;
|
||
|
float wx, wy;
|
||
|
float wsumx = 0.0;
|
||
|
float wsumy = 0.0;
|
||
|
vec3 pixel;
|
||
|
float x;
|
||
|
|
||
|
vec3 xcmax = 0.0.xxx;
|
||
|
vec3 xcmin = 1.0.xxx;
|
||
|
|
||
|
float sharp = gaussian(HSM_DREZ_HSHARP0, 0.0);
|
||
|
float maxsharp = 0.07;
|
||
|
float FPR = HSM_DREZ_HSHARP0;
|
||
|
float fpx = 1.0;
|
||
|
|
||
|
float LOOPSIZE = ceil(2.0*FPR);
|
||
|
float y = -LOOPSIZE;
|
||
|
|
||
|
do
|
||
|
{
|
||
|
x = -LOOPSIZE;
|
||
|
|
||
|
do
|
||
|
{
|
||
|
pixel = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb;
|
||
|
|
||
|
wx = gaussian(x+f.x, y+f.y) - sharp;
|
||
|
fpx = (sqrt(dot(vec2(x+f.x,y+f.y),vec2(x+f.x,y+f.y)))-FPR)/FPR;
|
||
|
if (((x*x) + (y*y)) < 1.25*FPR) { xcmax = max(xcmax, pixel); xcmin = min(xcmin, pixel); }
|
||
|
if (wx < 0.0) wx = clamp(wx, mix(-maxsharp, 0.0, pow(abs(fpx), HSM_DREZ_SHAR)), 0.0);
|
||
|
colorx = colorx + wx * pixel;
|
||
|
wsumx = wsumx + wx;
|
||
|
x = x + 1.0;
|
||
|
|
||
|
} while (x <= LOOPSIZE);
|
||
|
|
||
|
y = y + 1.0;
|
||
|
|
||
|
} while (y <= LOOPSIZE);
|
||
|
|
||
|
vec3 color = colorx/wsumx;
|
||
|
|
||
|
color = mix(clamp(color, 0.0, 1.0), clamp(color, xcmin, xcmax), HSM_DREZ_HAR);
|
||
|
|
||
|
FragColor = vec4(color, 1.0);
|
||
|
}
|