Merge pull request #11 from rz5/patch-1

Update aann.slang
This commit is contained in:
hizzlekizzle 2016-07-19 13:24:53 -05:00 committed by GitHub
commit 08ba6f835f

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@ -2,10 +2,10 @@
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
// AntiAliased Nearest Neighbor
@ -14,9 +14,11 @@ layout(std140, set = 0, binding = 0) uniform UBO
// set to true to interpolate in sRGB instead of a pseudo-perceptual colorspace
#define NOGAMMA false
// set to true to compensate for 8px overscan masking
// Note: overscan compensation slightly alters (extremifies) the pixel aspect ratio of the game if said pixel aspect ratio is not exactly 1:1
#define MASKING false
// Do bilinear filtering instead of anti-aliased nearest neighbor filtering (used for debugging color)
#define BILINEAR false
@ -32,8 +34,8 @@ layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
@ -42,19 +44,23 @@ layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
// http://entropymine.com/imageworsener/srgbformula/
float srgb2linear(float srgb) {
if(srgb > 0.0404482362771082)
return pow(((srgb+0.055)/1.055), 2.4);
else
return srgb/12.92;
vec3 srgb2linear(vec3 srgb) {
return vec3(
srgb.r > 0.0404482362771082 ? pow(srgb.r*0.947867298578199 + 0.052132701421801, 2.4) : srgb.r*0.0773993808049536,
srgb.g > 0.0404482362771082 ? pow(srgb.g*0.947867298578199 + 0.052132701421801, 2.4) : srgb.g*0.0773993808049536,
srgb.b > 0.0404482362771082 ? pow(srgb.b*0.947867298578199 + 0.052132701421801, 2.4) : srgb.b*0.0773993808049536
);
}
float linear2srgb(float linear) {
if(linear > 0.00313066844250063)
return pow(linear,1/2.4)*1.055-0.055;
else
return linear*12.92;
vec3 linear2srgb(vec3 linear) {
return vec3(
linear.x > 0.00313066844250063 ? pow(linear.x, 0.416666666666667)*1.055 - 0.055 : linear.x*12.92,
linear.y > 0.00313066844250063 ? pow(linear.y, 0.416666666666667)*1.055 - 0.055 : linear.y*12.92,
linear.z > 0.00313066844250063 ? pow(linear.z, 0.416666666666667)*1.055 - 0.055 : linear.z*12.92
);
}
// https://www.w3.org/Graphics/Color/srgb22
@ -62,75 +68,95 @@ float linear2srgb(float linear) {
#define GS 0.7152
#define BS 0.0722
vec3 rgb2vry(vec3 rgb) {
if(NOGAMMA) return rgb;
if (NOGAMMA)
return rgb;
// https://en.wikipedia.org/wiki/Opponent_process
float r = srgb2linear(rgb.r);
float g = srgb2linear(rgb.g);
float b = srgb2linear(rgb.b);
vec3 linear = srgb2linear(rgb);
// https://en.wikipedia.org/wiki/Lightness#Relationship_between_lightness.2C_value.2C_and_relative_luminance
// "scientists eventually converged on a roughly cube-root curve"
// CIE does the same thing.
float V = pow(r*RS + g*GS + b*BS, 1.0/3);
float R = r-g;
float Y = (r+g)/2-b;
return vec3(V,R,Y);
vec3 vry = vec3(
pow(linear.x*RS + linear.y*GS + linear.z*BS, 0.333333333333333),
linear.x - linear.y,
(linear.x + linear.y) * 0.5 - linear.z
);
return vry;
}
vec3 vry2rgb(vec3 vry) {
if(NOGAMMA) return vry;
if (NOGAMMA)
return vry;
// Magic.
float r, g, b;
float t = pow(vry.x, 3);
r = linear2srgb(t + vry.y*(GS + BS/2) + vry.z*BS);
g = linear2srgb(t - vry.y*(RS + BS/2) + vry.z*BS);
b = linear2srgb(t + vry.y*(GS/2-RS/2) - vry.z*(RS+GS));
return vec3(r,g,b);
float t = pow(vry.x, 3);
vec3 rgb = vec3(
t + vry.y*(GS + BS * 0.5) + vry.z*BS,
t - vry.y*(RS + BS * 0.5) + vry.z*BS,
t + vry.y*(GS * 0.5 - RS * 0.5) - vry.z*(RS+GS)
);
return linear2srgb(rgb);
}
vec3 vry_interp(vec3 first, vec3 second, float frac) {
if(NOGAMMA) return first*NOT(frac) + second*YES(frac);
if (NOGAMMA)
return first*NOT(frac) + second*YES(frac);
// Because the chroma values were generated on linear light, but the luma must be interpolated in perceptual gamma (3)
// it can cause out-of-gamut oversaturated values, since the chroma field is not a fixed size as luma values change.
// it can cause out-of-gamut oversaturated values, since the chroma field is not a fixed size as luma values change.
// To compensate, we can "pull" the chroma interpolation path in the opposite way the luma path is curved.
float new_luma = first.x*NOT(frac) + second.x*YES(frac);
float linear_span = pow(second.x, 3) - pow(first.x, 3);
if(linear_span == 0) linear_span = 1;
if (linear_span == 0)
linear_span = 1;
float luma_fraction = (pow(new_luma, 3) - pow(first.x, 3)) / linear_span;
return vec3(new_luma,
return vec3(new_luma,
first.y*NOT(luma_fraction) + second.y*YES(luma_fraction),
first.z*NOT(luma_fraction) + second.z*YES(luma_fraction));
first.z*NOT(luma_fraction) + second.z*YES(luma_fraction)
);
}
vec3 percent(float ssize, float tsize, float coord) {
if(BILINEAR) tsize = ssize;
if (BILINEAR)
tsize = ssize;
float minfull = (coord*tsize - 0.5)/tsize*ssize;
float maxfull = (coord*tsize + 0.5)/tsize*ssize;
float realfull = floor(maxfull);
if (minfull > realfull) {
return vec3(1, (realfull+0.5)/ssize, (realfull+0.5)/ssize);
return vec3(1, (realfull + 0.5)/ssize, (realfull + 0.5)/ssize);
}
return vec3(
(maxfull - realfull) / (maxfull - minfull),
(realfull-0.5) / ssize,
(realfull+0.5) / ssize
);
return vec3(
(maxfull - realfull) / (maxfull - minfull),
(realfull - 0.5) / ssize,
(realfull + 0.5) / ssize
);
}
void main() {
vec2 viewportSize = global.OutputSize.xy;
vec2 gameCoord = vTexCoord;
if(MASKING) {
if (MASKING) {
float hscale = viewportSize.x/global.SourceSize.x;
float vscale = viewportSize.y/global.SourceSize.y;
viewportSize.x += hscale*16;
viewportSize.y += vscale*16;
gameCoord.x = (8+gameCoord.x*(global.SourceSize.x))/(global.SourceSize.x+16);
gameCoord.y = (8+gameCoord.y*(global.SourceSize.y))/(global.SourceSize.y+16);
gameCoord.x = (8 + gameCoord.x*global.SourceSize.x)/(global.SourceSize.x + 16);
gameCoord.y = (8 + gameCoord.y*global.SourceSize.y)/(global.SourceSize.y + 16);
}
vec3 xstuff = percent(global.SourceSize.x, viewportSize.x, gameCoord.x);
vec3 ystuff = percent(global.SourceSize.y, viewportSize.y, gameCoord.y);
@ -138,16 +164,16 @@ void main() {
float ykeep = ystuff[0];
// get points to interpoflate across in pseudo-perceptual colorspace
vec3 a = rgb2vry(texture(Source,vec2(xstuff[1],ystuff[1])).rgb);
vec3 b = rgb2vry(texture(Source,vec2(xstuff[2],ystuff[1])).rgb);
vec3 c = rgb2vry(texture(Source,vec2(xstuff[1],ystuff[2])).rgb);
vec3 d = rgb2vry(texture(Source,vec2(xstuff[2],ystuff[2])).rgb);
vec3 a = rgb2vry(texture(Source, vec2(xstuff[1], ystuff[1])).rgb);
vec3 b = rgb2vry(texture(Source, vec2(xstuff[2], ystuff[1])).rgb);
vec3 c = rgb2vry(texture(Source, vec2(xstuff[1], ystuff[2])).rgb);
vec3 d = rgb2vry(texture(Source, vec2(xstuff[2], ystuff[2])).rgb);
// interpolate
vec3 x1 = vry_interp(a, b, xkeep);
vec3 x2 = vry_interp(c, d, xkeep);
vec3 x1 = vry_interp(a, b, xkeep);
vec3 x2 = vry_interp(c, d, xkeep);
vec3 result = vry_interp(x1, x2, ykeep);
// convert back to sRGB and return
FragColor = vec4(vry2rgb(result), 1);
}
}