diff --git a/anti-aliasing/reverse-aa.slangp b/anti-aliasing/reverse-aa.slangp new file mode 100644 index 0000000..5908be8 --- /dev/null +++ b/anti-aliasing/reverse-aa.slangp @@ -0,0 +1,7 @@ +shaders = 1 + +shader0 = shaders/reverse-aa.slang +filter_linear0 = false +scale_type0 = source +scale0 = 2.0 + diff --git a/anti-aliasing/shaders/reverse-aa.slang b/anti-aliasing/shaders/reverse-aa.slang new file mode 100644 index 0000000..c4b6318 --- /dev/null +++ b/anti-aliasing/shaders/reverse-aa.slang @@ -0,0 +1,108 @@ +#version 450 + +/* + Reverse Antialiasing Shader + + Adapted from the C source (see Copyright below) to shader + cg language by Hyllian/Jararaca - sergiogdb@gmail.com + + This shader works best in 2x scale. + +*/ + +/* + * + * Copyright (c) 2012, Christoph Feck + * All Rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * + * * Redistributions of source code must retain the above copyright notice, + * this list of conditions and the following disclaimer. + * + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGE. + * + */ + + +#pragma parameter REVERSEAA_SHARPNESS "ReverseAA Sharpness" 2.0 0.0 10.0 0.01 + +#ifdef PARAMETER_UNIFORM +uniform float REVERSEAA_SHARPNESS; +#else +#define REVERSEAA_SHARPNESS 2.0 +#endif + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OutputSize; +} params; + +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 P(x,y) texture(Source, coord + params.SourceSize.zw * vec2(x, y)).rgb + +vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2) +{ + vec3 t, m; + mat4x3 pre = mat4x3(pre2, pre1, px, pos1); + mat4x3 pos = mat4x3(pre1, px, pos1, pos2); + mat4x3 df = pos - pre; + + m = 0.5 - abs(px - 0.5); + m = REVERSEAA_SHARPNESS * min(m, min(abs(df[1]), abs(df[2]))); + t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16; + t = clamp(t, -m, m); + + return t; +} + +#define P(x,y) texture(Source, coord + params.SourceSize.zw * vec2(x, y)).rgb + +void main() +{ + vec2 pos = fract(vTexCoord * params.SourceSize.xy) - vec2(0.5, 0.5); + vec2 coord = vTexCoord - pos * params.SourceSize.zw; + + vec3 E = P( 0, 0); + vec3 _tx = res2x(P(-2,0), P(-1,0), E, P(1,0), P(2,0)) * pos.x; + vec3 _ty = res2x(P(0,-2), P(0,-1), E, P(0,1), P(0,2)) * pos.y; + vec3 res = clamp(E + 2.0*(_tx + _ty), 0.0, 1.0); + + FragColor = vec4(res, 1.0); +} diff --git a/xbrz/shaders/xbrz-freescale.slang b/xbrz/shaders/xbrz-freescale.slang index 5b13693..8e17522 100644 --- a/xbrz/shaders/xbrz-freescale.slang +++ b/xbrz/shaders/xbrz-freescale.slang @@ -103,8 +103,6 @@ void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; - -vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w); } #pragma stage fragment