mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
235 lines
7.7 KiB
Plaintext
235 lines
7.7 KiB
Plaintext
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#version 450
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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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/*
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Hyllian's xBR MultiLevel4 Shader - Pass2
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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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const float cf2 = 2.0;
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const float cf3 = 4.0;
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const float cf4 = 4.0;
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const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
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const vec4 eq_threshold2 = vec4( 5.0, 5.0, 5.0, 5.0);
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const vec4 eq_threshold3 = vec4(25.0, 25.0, 25.0, 25.0);
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const float y_weight = 48.0;
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const float u_weight = 7.0;
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const float v_weight = 6.0;
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const mat3x3 yuv = mat3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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const mat3x3 yuv_weighted = mat3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
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const vec4 maximo = vec4(255.0f, 255.0f, 255.0f, 255.0f);
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vec4 df(vec4 A, vec4 B)
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{
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return vec4(abs(A-B));
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}
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bvec4 rd(vec4 A, vec4 B, vec4 C, vec4 D)
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{
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return (greaterThan(df(C,D)/(df(A,B)+0.000000001) , vec4(2.0)));
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}
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bvec4 id(vec4 A, vec4 B, vec4 C, vec4 D)
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{
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return greaterThan(df(C,D) , df(A,B));
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}
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vec4 remapTo01(vec4 v, vec4 high)
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{
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return (v/high);
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}
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vec4 remapFrom01(vec4 v, vec4 high)
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{
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return round(high*v);
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}
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bvec4 eq(vec4 A, vec4 B)
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{
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return lessThan(df(A, B) , eq_threshold);
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}
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bvec4 eq2(vec4 A, vec4 B)
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{
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return lessThan(df(A, B) , eq_threshold2);
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}
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bvec4 eq3(vec4 A, vec4 B)
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{
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return lessThan(df(A, B) , eq_threshold3);
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}
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vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
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{
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return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
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}
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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 vec4 t2;
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layout(location = 3) out vec4 t3;
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layout(location = 4) out vec4 t4;
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layout(location = 5) out vec4 t5;
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layout(location = 6) out vec4 t6;
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layout(location = 7) out vec4 t7;
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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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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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t1 = vTexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
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t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
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t3 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
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t4 = vTexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
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t5 = vTexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
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t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
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t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
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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 vec4 t2;
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layout(location = 3) in vec4 t3;
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layout(location = 4) in vec4 t4;
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layout(location = 5) in vec4 t5;
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layout(location = 6) in vec4 t6;
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layout(location = 7) in vec4 t7;
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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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void main()
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{
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vec4 PA = texture(Source, t2.xw);
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vec4 PB = texture(Source, t2.yw);
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vec4 PC = texture(Source, t2.zw);
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vec4 PD = texture(Source, t3.xw);
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vec4 PE = texture(Source, t3.yw);
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vec4 PF = texture(Source, t3.zw);
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vec4 PG = texture(Source, t4.xw);
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vec4 PH = texture(Source, t4.yw);
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vec4 PI = texture(Source, t4.zw);
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vec3 A1 = texture(Original, t1.xw).rgb;
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vec3 B1 = texture(Original, t1.yw).rgb;
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vec3 C1 = texture(Original, t1.zw).rgb;
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vec3 A = texture(Original, t2.xw).rgb;
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vec3 B = texture(Original, t2.yw).rgb;
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vec3 C = texture(Original, t2.zw).rgb;
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vec3 D = texture(Original, t3.xw).rgb;
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vec3 E = texture(Original, t3.yw).rgb;
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vec3 F = texture(Original, t3.zw).rgb;
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vec3 G = texture(Original, t4.xw).rgb;
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vec3 H = texture(Original, t4.yw).rgb;
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vec3 I = texture(Original, t4.zw).rgb;
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vec3 G5 = texture(Original, t5.xw).rgb;
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vec3 H5 = texture(Original, t5.yw).rgb;
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vec3 I5 = texture(Original, t5.zw).rgb;
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vec3 A0 = texture(Original, t6.xy).rgb;
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vec3 D0 = texture(Original, t6.xz).rgb;
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vec3 G0 = texture(Original, t6.xw).rgb;
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vec3 C4 = texture(Original, t7.xy).rgb;
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vec3 F4 = texture(Original, t7.xz).rgb;
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vec3 I4 = texture(Original, t7.xw).rgb;
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vec4 b = yuv_weighted[0] * mat4x3(B, D, H, F);
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vec4 c = yuv_weighted[0] * mat4x3(C, A, G, I);
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vec4 e = yuv_weighted[0] * mat4x3(E, E, E, E);
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vec4 d = b.yzwx;
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vec4 f = b.wxyz;
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vec4 g = c.zwxy;
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vec4 h = b.zwxy;
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vec4 i = c.wxyz;
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vec4 i4 = yuv_weighted[0] * mat4x3(I4, C1, A0, G5);
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vec4 i5 = yuv_weighted[0] * mat4x3(I5, C4, A1, G0);
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vec4 h5 = yuv_weighted[0] * mat4x3(H5, F4, B1, D0);
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vec4 f4 = h5.yzwx;
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vec4 pe = remapFrom01(PE, maximo);
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vec4 pf = remapFrom01(PF, maximo);
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vec4 ph = remapFrom01(PH, maximo);
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vec4 pb = remapFrom01(PB, maximo);
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vec4 pd = remapFrom01(PD, maximo);
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vec4 f2 = vec4(pf.z, pb.w, pd.x, ph.y);
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vec4 h2 = vec4(ph.z, pf.w, pb.x, pd.y);
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vec4 f1 = vec4(pf.y, pb.z, pd.w, ph.x);
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vec4 h3 = vec4(ph.w, pf.x, pb.y, pd.z);
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bvec4 nbrs = (greaterThan(pe.yzwx, vec4(1.0)) == bvec4(true) || greaterThan(pe.wxyz, vec4(1.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
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bvec4 jag1 = (greaterThan(f2, vec4(1.0)) == bvec4(true) || greaterThan(h2, vec4(1.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
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bvec4 jag2 = (greaterThan(f2, vec4(2.0)) == bvec4(true) || greaterThan(h2, vec4(2.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
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bvec4 jag3 = (greaterThan(f2, vec4(4.0)) == bvec4(true) || greaterThan(h2, vec4(4.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
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pe = (pe == vec4(7.0) || pe == vec4(8.0)) ? ((jag3 == bvec4(true)) ? pe : (pe - float(2.0))) : pe;
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pe = (pe == vec4(5.0) || pe == vec4(6.0)) ? ((jag2 == bvec4(true)) ? pe : (pe - float(2.0))) : pe;
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bvec4 jag91 = ((id(h,i,e,h) == bvec4(true) || id(i4,i,f4,i4) == bvec4(true)) && greaterThan(f2 , vec4(1.0)) == bvec4(true) && greaterThan(f1 , vec4(1.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
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bvec4 jag92 = ((id(f,i,e,f) == bvec4(true) || id(i5,i,h5,i5) == bvec4(true)) && greaterThan(h2 , vec4(1.0)) == bvec4(true) && greaterThan(h3 , vec4(1.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
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bvec4 jag93 = ( rd(h,g,e,g) == bvec4(true)) ? bvec4(true) : bvec4(false);
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bvec4 jag94 = ( rd(f,c,e,c) == bvec4(true)) ? bvec4(true) : bvec4(false);
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bvec4 jag9 = ((jag91 == bvec4(true) && jag93 == bvec4(true) || jag92 == bvec4(true) && jag94 == bvec4(true)) == false) ? bvec4(true) : bvec4(false);
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pe = ((pe == vec4(0.0)) || (nbrs == bvec4(false) || jag1 == bvec4(true)) && jag9 == bvec4(true)) ? pe : vec4(1.0);
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FragColor = vec4(remapTo01(pe, maximo));
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}
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