mirror of
https://github.com/italicsjenga/slang-shaders.git
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162 lines
4.7 KiB
Plaintext
162 lines
4.7 KiB
Plaintext
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#version 450
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/*
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ScaleFX - Pass 4
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by Sp00kyFox, 2017-03-01
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Filter: Nearest
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Scale: 3x
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ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
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originally intended as an improvement upon Scale3x but became a new filter in
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its own right.
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ScaleFX interpolates edges up to level 6 and makes smooth transitions between
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different slopes. The filtered picture will only consist of colours present
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in the original.
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Pass 4 outputs subpixels based on previously calculated tags.
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Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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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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#include "hsm-scalefx.inc"
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// #pragma parameter SFX_RAA "ScaleFX rAA Sharpness" 2.0 0.0 10.0 0.05
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#define SFX_RAA 2
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layout(set = 0, binding = 0, std140) 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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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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 = 0) out vec4 FragColor;
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layout(binding = 1) uniform sampler2D Source;
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layout(binding = 2) uniform sampler2D refpass;
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// extract corners
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vec4 loadCrn(vec4 x){
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return floor(mod(x*80 + 0.5, 9));
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}
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// extract mids
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vec4 loadMid(vec4 x){
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return floor(mod(x*8.888888 + 0.055555, 9));
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}
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vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
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{
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vec3 t, m;
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mat4x3 pre = mat4x3(pre2, pre1, px, pos1);
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mat4x3 pos = mat4x3(pre1, px, pos1, pos2);
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mat4x3 df = pos - pre;
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m = mix(px, 1-px, step(px, vec3(0.5)));
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m = SFX_RAA * min(m, min(abs(df[1]), abs(df[2])));
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t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16;
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t = clamp(t, -m, m);
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return t;
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}
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void main()
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{
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if (HSM_SCALEFX_ON < 0.5)
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{
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FragColor = texture(Source, vTexCoord);
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return;
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}
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/* grid corners mids
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B x y x
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D E F w y
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H w z z
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*/
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// read data
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vec4 E = texture(Source, vTexCoord);
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// determine subpixel
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vec2 fc = fract(vTexCoord * params.SourceSize.xy);
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vec2 fp = floor(3.0 * fc);
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// check adjacent pixels to prevent artifacts
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vec4 hn = texture(Source, vTexCoord + vec2(fp.x - 1, 0) / params.SourceSize.xy);
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vec4 vn = texture(Source, vTexCoord + vec2(0, fp.y - 1) / params.SourceSize.xy);
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// extract data
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vec4 crn = loadCrn(E), hc = loadCrn(hn), vc = loadCrn(vn);
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vec4 mid = loadMid(E), hm = loadMid(hn), vm = loadMid(vn);
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vec3 res = fp.y == 0 ? (fp.x == 0 ? vec3(crn.x, hc.y, vc.w) : fp.x == 1 ? vec3(mid.x, 0, vm.z) : vec3(crn.y, hc.x, vc.z)) : (fp.y == 1 ? (fp.x == 0 ? vec3(mid.w, hm.y, 0) : fp.x == 1 ? vec3(0) : vec3(mid.y, hm.w, 0)) : (fp.x == 0 ? vec3(crn.w, hc.z, vc.x) : fp.x == 1 ? vec3(mid.z, 0, vm.x) : vec3(crn.z, hc.w, vc.y)));
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// HSM Removed
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// #define TEX(x, y) textureOffset(refpass, vTexCoord, ivec2(x, y)).rgb
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// HSM Added
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#define TEXs(x, y) HSM_TextureOffset(refpass, vTexCoord, vec2(x, y), params.refpassSize.xy).rgb
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// reverseAA
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vec3 E0 = TEX( 0, 0);
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vec3 B0 = TEX( 0,-1), B1 = TEX( 0,-2), H0 = TEX( 0, 1), H1 = TEX( 0, 2);
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vec3 D0 = TEX(-1, 0), D1 = TEX(-2, 0), F0 = TEX( 1, 0), F1 = TEX( 2, 0);
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// output coordinate - 0 = E0, 1 = D0, 2 = D1, 3 = F0, 4 = F1, 5 = B0, 6 = B1, 7 = H0, 8 = H1
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vec3 sfx = res.x == 1. ? D0 : res.x == 2. ? D1 : res.x == 3. ? F0 : res.x == 4. ? F1 : res.x == 5. ? B0 : res.x == 6. ? B1 : res.x == 7. ? H0 : H1;
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// rAA weight
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vec2 w = 2. * fc - 1.;
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w.x = res.y == 0. ? w.x : 0.;
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w.y = res.z == 0. ? w.y : 0.;
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// rAA filter
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vec3 t1 = res2x(D1, D0, E0, F0, F1);
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vec3 t2 = res2x(B1, B0, E0, H0, H1);
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vec3 a = min(min(min(min(B0,D0),E0),F0),H0);
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vec3 b = max(max(max(max(B0,D0),E0),F0),H0);
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vec3 raa = clamp(E0 + w.x*t1 + w.y*t2, a, b);
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// hybrid output
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FragColor = vec4((res.x != 0.) ? sfx : raa, 0.);
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}
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