mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
commit
051d0dcc0e
|
@ -1,4 +0,0 @@
|
||||||
shaders = 1
|
|
||||||
|
|
||||||
shader0 = shaders/ddt-sharp.slang
|
|
||||||
filter_linear0 = false
|
|
|
@ -50,7 +50,7 @@ layout(push_constant) uniform Push
|
||||||
#pragma parameter JINC2_AR_STRENGTH "Anti-ringing Strength" 1.0 0.0 1.0 0.1
|
#pragma parameter JINC2_AR_STRENGTH "Anti-ringing Strength" 1.0 0.0 1.0 0.1
|
||||||
#define JINC2_AR_STRENGTH params.JINC2_AR_STRENGTH
|
#define JINC2_AR_STRENGTH params.JINC2_AR_STRENGTH
|
||||||
|
|
||||||
#pragma parameter DDT_THRESHOLD "DDT Diagonal Threshold" 3.0 1.0 6.0 0.2
|
#pragma parameter DDT_THRESHOLD "DDT Diagonal Threshold" 2.6 1.0 6.0 0.2
|
||||||
#define DDT_THRESHOLD params.DDT_THRESHOLD
|
#define DDT_THRESHOLD params.DDT_THRESHOLD
|
||||||
|
|
||||||
layout(std140, set = 0, binding = 0) uniform UBO
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
|
@ -193,7 +193,7 @@ void main()
|
||||||
|
|
||||||
float irlv1 = (abs(a-b)+abs(a-c)+abs(a-d));
|
float irlv1 = (abs(a-b)+abs(a-c)+abs(a-d));
|
||||||
|
|
||||||
if ((wd1*DDT_THRESHOLD < wd2) && (irlv1 > 0.0))
|
if (((wd1+0.1*DDT_THRESHOLD)*DDT_THRESHOLD < wd2) && (irlv1 > 0.0))
|
||||||
{
|
{
|
||||||
if (q <= p)
|
if (q <= p)
|
||||||
{
|
{
|
||||||
|
@ -210,7 +210,7 @@ void main()
|
||||||
c30 = c31 + c20 - c21;
|
c30 = c31 + c20 - c21;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if ((wd1 > wd2*DDT_THRESHOLD) && (irlv1 > 0.0))
|
else if ((wd1 > (wd2+0.1*DDT_THRESHOLD)*DDT_THRESHOLD) && (irlv1 > 0.0))
|
||||||
{
|
{
|
||||||
if ((p+q) < 1.0)
|
if ((p+q) < 1.0)
|
||||||
{
|
{
|
||||||
|
|
|
@ -1,177 +0,0 @@
|
||||||
#version 450
|
|
||||||
|
|
||||||
/*
|
|
||||||
Hyllian's DDT Sharp Shader
|
|
||||||
|
|
||||||
Copyright (C) 2011-2016 Hyllian/Jararaca - sergiogdb@gmail.com
|
|
||||||
|
|
||||||
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;
|
|
||||||
} params;
|
|
||||||
|
|
||||||
layout(std140, set = 0, binding = 0) uniform UBO
|
|
||||||
{
|
|
||||||
mat4 MVP;
|
|
||||||
} global;
|
|
||||||
|
|
||||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
|
||||||
#define lerp(a,b,c) mix(a,b,c)
|
|
||||||
#define mul(a,b) (b*a)
|
|
||||||
#define fmod(c,d) mod(c,d)
|
|
||||||
#define frac(c) fract(c)
|
|
||||||
#define tex2D(c,d) texture(c,d)
|
|
||||||
#define float2 vec2
|
|
||||||
#define float3 vec3
|
|
||||||
#define float4 vec4
|
|
||||||
#define int2 ivec2
|
|
||||||
#define int3 ivec3
|
|
||||||
#define int4 ivec4
|
|
||||||
#define bool2 bvec2
|
|
||||||
#define bool3 bvec3
|
|
||||||
#define bool4 bvec4
|
|
||||||
#define float2x2 mat2x2
|
|
||||||
#define float3x3 mat3x3
|
|
||||||
#define float4x4 mat4x4
|
|
||||||
|
|
||||||
#define decal Source
|
|
||||||
|
|
||||||
#define WP1 1.0
|
|
||||||
#define WP2 1.0
|
|
||||||
#define WP3 -1.0
|
|
||||||
|
|
||||||
const float3 Y = float3(.2126, .7152, .0722);
|
|
||||||
|
|
||||||
float luma(float3 color)
|
|
||||||
{
|
|
||||||
return dot(color, Y);
|
|
||||||
}
|
|
||||||
|
|
||||||
float3 bilinear(float p, float q, float3 A, float3 B, float3 C, float3 D)
|
|
||||||
{
|
|
||||||
return ((1-p)*(1-q)*A + p*(1-q)*B + (1-p)*q*C + p*q*D);
|
|
||||||
}
|
|
||||||
|
|
||||||
#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 vec2 loc;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = global.MVP * Position;
|
|
||||||
vTexCoord = TexCoord * 1.0001;
|
|
||||||
|
|
||||||
float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
|
|
||||||
float dx = ps.x;
|
|
||||||
float dy = ps.y;
|
|
||||||
|
|
||||||
t1.xy = float2( dx, 0); // F
|
|
||||||
t1.zw = float2( 0, dy); // H
|
|
||||||
loc = vTexCoord*params.SourceSize.xy;
|
|
||||||
}
|
|
||||||
|
|
||||||
#pragma stage fragment
|
|
||||||
layout(location = 0) in vec2 vTexCoord;
|
|
||||||
layout(location = 1) in vec4 t1;
|
|
||||||
layout(location = 2) in vec2 loc;
|
|
||||||
layout(location = 0) out vec4 FragColor;
|
|
||||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
float2 pos = frac(loc)-float2(0.5, 0.5); // pos = pixel position
|
|
||||||
float2 dir = sign(pos); // dir = pixel direction
|
|
||||||
|
|
||||||
float2 g1 = dir*t1.xy;
|
|
||||||
float2 g2 = dir*t1.zw;
|
|
||||||
|
|
||||||
// A1 B1
|
|
||||||
// A0 A B B2
|
|
||||||
// C0 C D D2
|
|
||||||
// C3 D3
|
|
||||||
|
|
||||||
float3 A = tex2D(decal, vTexCoord ).xyz;
|
|
||||||
float3 B = tex2D(decal, vTexCoord +g1 ).xyz;
|
|
||||||
float3 C = tex2D(decal, vTexCoord +g2).xyz;
|
|
||||||
float3 D = tex2D(decal, vTexCoord +g1+g2).xyz;
|
|
||||||
|
|
||||||
float3 A1 = tex2D(decal, vTexCoord -g2).xyz;
|
|
||||||
float3 B1 = tex2D(decal, vTexCoord +g1-g2).xyz;
|
|
||||||
float3 A0 = tex2D(decal, vTexCoord -g1 ).xyz;
|
|
||||||
float3 C0 = tex2D(decal, vTexCoord -g1+g2).xyz;
|
|
||||||
|
|
||||||
float3 B2 = tex2D(decal, vTexCoord +2*g1 ).xyz;
|
|
||||||
float3 D2 = tex2D(decal, vTexCoord +2*g1+ g2).xyz;
|
|
||||||
float3 C3 = tex2D(decal, vTexCoord +2*g2).xyz;
|
|
||||||
float3 D3 = tex2D(decal, vTexCoord +g1+2*g2).xyz;
|
|
||||||
|
|
||||||
float a = luma(A);
|
|
||||||
float b = luma(B);
|
|
||||||
float c = luma(C);
|
|
||||||
float d = luma(D);
|
|
||||||
|
|
||||||
|
|
||||||
float a1 = luma(A1);
|
|
||||||
float b1 = luma(B1);
|
|
||||||
float a0 = luma(A0);
|
|
||||||
float c0 = luma(C0);
|
|
||||||
|
|
||||||
float b2 = luma(B2);
|
|
||||||
float d2 = luma(D2);
|
|
||||||
float c3 = luma(C3);
|
|
||||||
float d3 = luma(D3);
|
|
||||||
|
|
||||||
float p = abs(pos.x);
|
|
||||||
float q = abs(pos.y);
|
|
||||||
|
|
||||||
float k = distance(pos,g1 * params.SourceSize.xy);
|
|
||||||
float l = distance(pos,g2 * params.SourceSize.xy);
|
|
||||||
|
|
||||||
float wd1 = abs(a-d);
|
|
||||||
float wd2 = abs(b-c);
|
|
||||||
|
|
||||||
if ( wd1 < wd2 )
|
|
||||||
{
|
|
||||||
if (k < l)
|
|
||||||
{
|
|
||||||
C = A + D - B;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
B = A + D - C;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (wd1 > wd2)
|
|
||||||
{
|
|
||||||
D = B + C - A;
|
|
||||||
}
|
|
||||||
|
|
||||||
float3 color = bilinear(p, q, A, B, C, D);
|
|
||||||
|
|
||||||
FragColor = vec4(color, 1.0);
|
|
||||||
}
|
|
|
@ -39,9 +39,7 @@ layout(push_constant) uniform Push
|
||||||
float DYNAMIC_SHARPNESS_MIN;
|
float DYNAMIC_SHARPNESS_MIN;
|
||||||
float DYNAMIC_SHARPNESS_MAX;
|
float DYNAMIC_SHARPNESS_MAX;
|
||||||
float STATIC_SHARPNESS;
|
float STATIC_SHARPNESS;
|
||||||
float WP1;
|
float DDT_THRESHOLD;
|
||||||
float WP2;
|
|
||||||
float WP3;
|
|
||||||
} params;
|
} params;
|
||||||
// set to 1.0 to use dynamic sharpening
|
// set to 1.0 to use dynamic sharpening
|
||||||
#pragma parameter USE_DYNAMIC_SHARPNESS "Dynamic Sharpness [ 0FF | ON ]" 1.0 0.0 1.0 1.0
|
#pragma parameter USE_DYNAMIC_SHARPNESS "Dynamic Sharpness [ 0FF | ON ]" 1.0 0.0 1.0 1.0
|
||||||
|
@ -53,16 +51,19 @@ layout(push_constant) uniform Push
|
||||||
#pragma parameter DYNAMIC_SHARPNESS_MIN "Dynamic Sharpness Min" 0.0 0.0 1.0 0.1
|
#pragma parameter DYNAMIC_SHARPNESS_MIN "Dynamic Sharpness Min" 0.0 0.0 1.0 0.1
|
||||||
|
|
||||||
// Maximum amount of sharpening in range [0.0, 1.0]
|
// Maximum amount of sharpening in range [0.0, 1.0]
|
||||||
#pragma parameter DYNAMIC_SHARPNESS_MAX "Dynamic Sharpness Max" 0.6 0.0 1.0 0.1
|
#pragma parameter DYNAMIC_SHARPNESS_MAX "Dynamic Sharpness Max" 0.3 0.0 1.0 0.1
|
||||||
|
|
||||||
// If USE_DYNAMIC_SHARPNESS is 0 apply this static sharpness
|
// If USE_DYNAMIC_SHARPNESS is 0 apply this static sharpness
|
||||||
#pragma parameter STATIC_SHARPNESS "Static Sharpness" 0.5 0.0 1.0 0.1
|
#pragma parameter STATIC_SHARPNESS "Static Sharpness" 0.5 0.0 1.0 0.1
|
||||||
|
|
||||||
|
#pragma parameter DDT_THRESHOLD "DDT Diagonal Threshold" 2.6 1.0 6.0 0.2
|
||||||
|
|
||||||
#define USE_DYNAMIC_SHARPNESS params.USE_DYNAMIC_SHARPNESS
|
#define USE_DYNAMIC_SHARPNESS params.USE_DYNAMIC_SHARPNESS
|
||||||
#define USE_SHARPENING_BIAS params.USE_SHARPENING_BIAS
|
#define USE_SHARPENING_BIAS params.USE_SHARPENING_BIAS
|
||||||
#define DYNAMIC_SHARPNESS_MIN (params.DYNAMIC_SHARPNESS_MIN * 0.5)
|
#define DYNAMIC_SHARPNESS_MIN (params.DYNAMIC_SHARPNESS_MIN * 0.5)
|
||||||
#define DYNAMIC_SHARPNESS_MAX (params.DYNAMIC_SHARPNESS_MAX * 0.5)
|
#define DYNAMIC_SHARPNESS_MAX (params.DYNAMIC_SHARPNESS_MAX * 0.5)
|
||||||
#define STATIC_SHARPNESS (params.STATIC_SHARPNESS * 0.5)
|
#define STATIC_SHARPNESS (params.STATIC_SHARPNESS * 0.5)
|
||||||
|
#define DDT_THRESHOLD params.DDT_THRESHOLD
|
||||||
|
|
||||||
#define WP1 4.0
|
#define WP1 4.0
|
||||||
#define WP2 1.0
|
#define WP2 1.0
|
||||||
|
@ -231,11 +232,11 @@ void main()
|
||||||
|
|
||||||
vec3 color;
|
vec3 color;
|
||||||
|
|
||||||
if ( (wd1*3.0 < wd2) && (irlv1 > 0.0) )
|
if ( ((wd1+0.1*DDT_THRESHOLD)*DDT_THRESHOLD < wd2) && (irlv1 > 0.0) )
|
||||||
{
|
{
|
||||||
color = triangleInterpolate(B, D, C, A, vec2(q, 1-p), sharpness);
|
color = triangleInterpolate(B, D, C, A, vec2(q, 1-p), sharpness);
|
||||||
}
|
}
|
||||||
else if ( (wd1 > wd2*3.0) && (irlv1 > 0.0))
|
else if ( (wd1 > (wd2+0.1*DDT_THRESHOLD)*DDT_THRESHOLD) && (irlv1 > 0.0))
|
||||||
{
|
{
|
||||||
color = triangleInterpolate(A, B, D, C, vec2(p, q), sharpness);
|
color = triangleInterpolate(A, B, D, C, vec2(p, q), sharpness);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue