slang-shaders/windowed/shaders/lanczos16.slang

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2016-10-21 03:55:05 +11:00
#version 450
/*
Copyright (C) 2007 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.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
const float floatpi = 1.5707963267948966192313216916398;
const float pi = 3.1415926535897932384626433832795;
vec4 l(vec4 x)
{
vec4 res;
res.x = (x.x==0.0) ? (pi*floatpi) : sin(x.x*floatpi)*sin(x.x*pi)/(x.x*x.x);
res.y = (x.y==0.0) ? (pi*floatpi) : sin(x.y*floatpi)*sin(x.y*pi)/(x.y*x.y);
res.z = (x.z==0.0) ? (pi*floatpi) : sin(x.z*floatpi)*sin(x.z*pi)/(x.z*x.z);
res.w = (x.w==0.0) ? (pi*floatpi) : sin(x.w*floatpi)*sin(x.w*pi)/(x.w*x.w);
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return res;
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
layout(location = 4) out vec4 t4;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
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vec2 ps = params.SourceSize.zw;
float dx = ps.x;
float dy = ps.y;
t1 = vTexCoord.xxyy + vec4( -dx, 0.0, -dy, 0.0);
t2 = vTexCoord.xxyy + vec4( dx, 2.0*dx, -dy, 0.0);
t3 = vTexCoord.xxyy + vec4( -dx, 0.0, dy, 2.0*dy);
t4 = vTexCoord.xxyy + vec4( dx, 2.0*dx, dy, 2.0*dy);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 4) in vec4 t4;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
mat4x3 pix;
vec2 fraction = fract(vTexCoord*params.SourceSize.xy);
// calculating texel weights
vec4 abcd, pqrs;
abcd = l(vec4(1+fraction.x, fraction.x, 1-fraction.x, 2-fraction.x));
pqrs = l(vec4(1+fraction.y, fraction.y, 1-fraction.y, 2-fraction.y));
// reading the texels
vec3 c00 = texture(Source, t1.xz).xyz;
vec3 c10 = texture(Source, t1.yz).xyz;
vec3 c20 = texture(Source, t2.xz).xyz;
vec3 c30 = texture(Source, t2.yz).xyz;
vec3 c01 = texture(Source, t1.xw).xyz;
vec3 c11 = texture(Source, vTexCoord).xyz;
vec3 c21 = texture(Source, t2.xw).xyz;
vec3 c31 = texture(Source, t2.yw).xyz;
vec3 c02 = texture(Source, t3.xz).xyz;
vec3 c12 = texture(Source, t3.yz).xyz;
vec3 c22 = texture(Source, t4.xz).xyz;
vec3 c32 = texture(Source, t4.yz).xyz;
vec3 c03 = texture(Source, t3.xw).xyz;
vec3 c13 = texture(Source, t3.yw).xyz;
vec3 c23 = texture(Source, t4.xw).xyz;
vec3 c33 = texture(Source, t4.yw).xyz;
pix[0] = mat4x3(-c00, c10, c20, -c30) * abcd;
pix[1] = mat4x3( c01, c11, c21, c31) * abcd;
pix[2] = mat4x3( c02, c12, c22, c32) * abcd;
pix[3] = mat4x3(-c03, c13, c23, -c33) * abcd;
// final sum and weight normalization
FragColor = vec4(((pix * pqrs))/((dot(abcd, vec4(1.0))*dot(pqrs, vec4(1.0)))-2*(abcd.x+abcd.w)*(pqrs.x+pqrs.w)),1);
}