mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
177 lines
5 KiB
Plaintext
177 lines
5 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
rAA post-3x - Pass 1
|
||
|
by Sp00kyFox, 2018-10-20
|
||
|
|
||
|
Filter: Nearest
|
||
|
Scale: 1x
|
||
|
|
||
|
This is a generalized continuation of the reverse antialiasing filter by
|
||
|
Christoph Feck. Unlike the original filter this is supposed to be used on an
|
||
|
already upscaled image. Which makes it possible to combine rAA with other filters
|
||
|
just as ScaleFX, xBR or others.
|
||
|
|
||
|
Pass 1 does the vertical filtering.
|
||
|
|
||
|
|
||
|
|
||
|
Copyright (c) 2018 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.
|
||
|
|
||
|
*/
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float RAA_SHR1;
|
||
|
float RAA_SMT1;
|
||
|
float RAA_DVT1;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter RAA_SHR1 "rAA-3x 1 Sharpness" 2.0 0.00 10.0 0.05
|
||
|
#pragma parameter RAA_SMT1 "rAA-3x 1 Smoothness" 0.5 0.05 10.0 0.05
|
||
|
#pragma parameter RAA_DVT1 "rAA-3x 1 Deviation" 1.0 0.05 10.0 0.05
|
||
|
|
||
|
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;
|
||
|
|
||
|
const int scl = 3; // scale factor
|
||
|
const int rad = 7; // search radius
|
||
|
|
||
|
// core function of rAA - tilt of a pixel
|
||
|
vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
|
||
|
{
|
||
|
float d1, d2, w;
|
||
|
vec3 a, m, t, t1, t2;
|
||
|
mat4x3 pre = mat4x3(pre2, pre1, px, pos1);
|
||
|
mat4x3 pos = mat4x3(pre1, px, pos1, pos2);
|
||
|
mat4x3 df = pos - pre;
|
||
|
|
||
|
m.x = (px.x < 0.5) ? px.x : (1.0-px.x);
|
||
|
m.y = (px.y < 0.5) ? px.y : (1.0-px.y);
|
||
|
m.z = (px.z < 0.5) ? px.z : (1.0-px.z);
|
||
|
m = params.RAA_SHR1 * min(m, min(abs(df[1]), abs(df[2]))); // magnitude
|
||
|
t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16; // tilt
|
||
|
|
||
|
a.x = t.x == 0.0 ? 1.0 : m.x/abs(t.x);
|
||
|
a.y = t.y == 0.0 ? 1.0 : m.y/abs(t.y);
|
||
|
a.z = t.z == 0.0 ? 1.0 : m.z/abs(t.z);
|
||
|
t1 = clamp(t, -m, m); // limit channels
|
||
|
t2 = min(1.0, min(min(a.x, a.y), a.z)) * t; // limit length
|
||
|
|
||
|
d1 = length(df[1]); d2 = length(df[2]);
|
||
|
d1 = d1 == 0.0 ? 0.0 : length(cross(df[1], t1))/d1; // distance between line (px, pre1) and point px-t1
|
||
|
d2 = d2 == 0.0 ? 0.0 : length(cross(df[2], t1))/d2; // distance between line (px, pos1) and point px+t1
|
||
|
|
||
|
w = min(1.0, max(d1,d2)/0.8125); // color deviation from optimal value
|
||
|
|
||
|
return mix(t1, t2, pow(w, params.RAA_DVT1));
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
// read texels
|
||
|
|
||
|
vec3 tx[2*rad+1];
|
||
|
|
||
|
#define TX(n) tx[(n)+rad]
|
||
|
|
||
|
TX(0) = texture(Source, vTexCoord).rgb;
|
||
|
|
||
|
for(int i=1; i<=rad; i++){
|
||
|
TX(-i) = texture(Source, vTexCoord + vec2(0,-i)*params.SourceSize.zw).rgb;
|
||
|
TX( i) = texture(Source, vTexCoord + vec2(0, i)*params.SourceSize.zw).rgb;
|
||
|
}
|
||
|
|
||
|
|
||
|
// prepare variables for candidate search
|
||
|
|
||
|
ivec2 i1 = ivec2(0), i2 = ivec2(0);
|
||
|
vec3 df1, df2;
|
||
|
vec2 d1, d2, d3;
|
||
|
bvec2 cn;
|
||
|
|
||
|
df1 = TX(1)-TX(0); df2 = TX(0)-TX(-1);
|
||
|
|
||
|
d2 = vec2(length(df1), length(df2));
|
||
|
d3 = d2.yx;
|
||
|
|
||
|
|
||
|
// smoothness weight, protects smooth gradients
|
||
|
float sw = d2.x + d2.y;
|
||
|
sw = sw == 0.0 ? 1.0 : pow(length(df1-df2)/sw, params.RAA_SMT1);
|
||
|
|
||
|
|
||
|
// look for proper candidates
|
||
|
for(int i=1; i<rad; i++){
|
||
|
d1 = d2;
|
||
|
d2 = d3;
|
||
|
d3 = vec2(distance(TX(-i-1), TX(-i)), distance(TX(i), TX(i+1)));
|
||
|
cn.x = max(d1.x,d3.x)<d2.x;
|
||
|
cn.y = max(d1.y,d3.y)<d2.y;
|
||
|
i2.x = cn.x && i2.x==0 && i1.x!=0 ? i : i2.x;
|
||
|
i2.y = cn.y && i2.y==0 && i1.y!=0 ? i : i2.y;
|
||
|
i1.x = cn.x && i1.x==0 ? i : i1.x;
|
||
|
i1.y = cn.y && i1.y==0 ? i : i1.y;
|
||
|
}
|
||
|
|
||
|
i2.x = i2.x == 0 ? i1.x+1 : i2.x;
|
||
|
i2.y = i2.y == 0 ? i1.y+1 : i2.y;
|
||
|
|
||
|
|
||
|
// rAA core with the candidates found above
|
||
|
vec3 t = res2x(TX(-i2.x), TX(-i1.x), TX(0), TX(i1.y), TX(i2.y));
|
||
|
|
||
|
// distance weight
|
||
|
float dw = (i1.x == 0 || i1.y == 0) ? 0.0 : 2.0 * ((i1.x-1.0)/(i1.x+i1.y-2.0)) - 1.0;
|
||
|
|
||
|
// result
|
||
|
vec3 res = TX(0) + (scl-1.0)/scl * sw*dw * t;
|
||
|
|
||
|
|
||
|
// prevent ringing
|
||
|
vec3 lo = min(min(TX(-1),TX(0)),TX(1));
|
||
|
vec3 hi = max(max(TX(-1),TX(0)),TX(1));
|
||
|
|
||
|
FragColor = vec4(clamp(res, lo, hi), 1.0);
|
||
|
}
|