mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
Add sgenpt-mix-multipass shaders
Checkerboard treatment on par with checkerboar-dedither shaders (it’ll indeed be incorporated eventually); Vertical Lines dedither improved, less false positives (though a bit of false negative); CB and VL independent options.
This commit is contained in:
parent
d4788163f7
commit
1942bdafce
33
dithering/sgenpt-mix-multipass.slangp
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33
dithering/sgenpt-mix-multipass.slangp
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shaders = 6
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shader0 = shaders/sgenpt-mix/linearize.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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alias0 = LinearGamma
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shader1 = shaders/sgenpt-mix/sgenpt-mix-pass1.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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shader2 = shaders/sgenpt-mix/sgenpt-mix-pass2.slang
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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shader3 = shaders/sgenpt-mix/sgenpt-mix-pass3.slang
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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alias3 = CB_Output
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shader4 = shaders/sgenpt-mix/sgenpt-mix-pass4.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 1.0
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shader5 = shaders/sgenpt-mix/sgenpt-mix-pass5.slang
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filter_linear5 = false
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45
dithering/shaders/sgenpt-mix/linearize.slang
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45
dithering/shaders/sgenpt-mix/linearize.slang
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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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float SGPT_BLEND_OPTION;
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float UseGamma;
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} params;
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#pragma parameter SGPT_BLEND_OPTION "SGENPT-MIX: [ OFF | CB | VL | BOTH ]" 3.0 0.0 3.0 1.0
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#pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
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#define UseGamma params.UseGamma
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#define LinInputGamma (UseGamma+1.0)
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#define GAMMA_IN(color) pow(color, vec3(LinInputGamma, LinInputGamma, LinInputGamma))
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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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#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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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void main()
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{
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FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0);
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}
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107
dithering/shaders/sgenpt-mix/sgenpt-mix-pass1.slang
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107
dithering/shaders/sgenpt-mix/sgenpt-mix-pass1.slang
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#version 450
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/*
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Sgenpt-Mix - pass1
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2011-2022 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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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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float SGPT_BLEND_OPTION;
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float CB_BLEND_LEVEL;
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} params;
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#pragma parameter SGPT_BLEND_OPTION "SGENPT-MIX: [ OFF | CB | VL | BOTH ]" 3.0 0.0 3.0 1.0
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#pragma parameter CB_BLEND_LEVEL " Checkerboard Blend Level" 1.0 0.0 1.0 0.1
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#define SGPT_BLEND_OPTION params.SGPT_BLEND_OPTION
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#define CB_BLEND_LEVEL params.CB_BLEND_LEVEL
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
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vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
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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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#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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec3 C = texture(Source, vTexCoord ).xyz;
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vec3 L = texture(Source, vTexCoord -dx).xyz;
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vec3 R = texture(Source, vTexCoord +dx).xyz;
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vec3 U = texture(Source, vTexCoord -dy).xyz;
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vec3 D = texture(Source, vTexCoord +dy).xyz;
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vec3 UL = texture(Source, vTexCoord -dx -dy).xyz;
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vec3 UR = texture(Source, vTexCoord +dx -dy).xyz;
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vec3 DL = texture(Source, vTexCoord -dx +dy).xyz;
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vec3 DR = texture(Source, vTexCoord +dx +dy).xyz;
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vec3 color = C;
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if (SGPT_BLEND_OPTION == 1 || SGPT_BLEND_OPTION == 3)
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{
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float diff = dot(max(C, max(L, R)) - min(C, min(L, R)), Y);
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diff *= (1.0 - CB_BLEND_LEVEL);
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vec3 min_sample = max(min_s(C, L, R), min_s(C, U, D));
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vec3 max_sample = min(max_s(C, L, R), max_s(C, U, D));
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color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
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color = clamp(color, min_sample, max_sample);
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}
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float luma_diff = abs(dot(C, Y)-dot(color, Y));
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FragColor = vec4(color, luma_diff);
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}
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142
dithering/shaders/sgenpt-mix/sgenpt-mix-pass2.slang
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142
dithering/shaders/sgenpt-mix/sgenpt-mix-pass2.slang
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@ -0,0 +1,142 @@
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#version 450
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/*
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Sgenpt-Mix - pass2
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2011-2022 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
|
||||
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
|
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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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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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float CB_BLEND_LEVEL;
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} params;
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#pragma parameter CB_BLEND_LEVEL " Checkerboard Blend Level" 1.0 0.0 1.0 0.1
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#define CB_BLEND_LEVEL params.CB_BLEND_LEVEL
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#define PATTERN(A) step(Delta,A)
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const float Delta = 0.000000001;
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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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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#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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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 LinearGamma;
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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec4 C = texture(Source, vTexCoord );
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vec4 L = texture(Source, vTexCoord -dx );
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vec4 R = texture(Source, vTexCoord +dx );
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vec4 U = texture(Source, vTexCoord -dy);
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vec4 D = texture(Source, vTexCoord +dy);
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vec4 UL = texture(Source, vTexCoord -dx -dy);
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vec4 UR = texture(Source, vTexCoord +dx -dy);
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vec4 DL = texture(Source, vTexCoord -dx +dy);
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vec4 DR = texture(Source, vTexCoord +dx +dy);
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vec4 L2 = texture(Source, vTexCoord -2.0*dx );
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vec4 R2 = texture(Source, vTexCoord +2.0*dx );
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vec4 U2 = texture(Source, vTexCoord -2.0*dy);
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vec4 D2 = texture(Source, vTexCoord +2.0*dy);
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vec4 UL2 = texture(Source, vTexCoord -2.0*dx -dy);
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vec4 UR2 = texture(Source, vTexCoord +2.0*dx -dy);
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vec4 DL2 = texture(Source, vTexCoord -2.0*dx +dy);
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vec4 DR2 = texture(Source, vTexCoord +2.0*dx +dy);
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vec4 LU2 = texture(Source, vTexCoord -dx -2.0*dy);
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vec4 RU2 = texture(Source, vTexCoord +dx -2.0*dy);
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vec4 LD2 = texture(Source, vTexCoord -dx +2.0*dy);
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vec4 RD2 = texture(Source, vTexCoord +dx -2.0*dy);
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vec3 color = C.rgb;
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vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
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vec3 oriL = texture(LinearGamma, vTexCoord -dx ).rgb;
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vec3 oriR = texture(LinearGamma, vTexCoord +dx ).rgb;
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vec3 oriU = texture(LinearGamma, vTexCoord -dy).rgb;
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vec3 oriD = texture(LinearGamma, vTexCoord +dy).rgb;
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float count1 = 0.0;
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float count2 = 0.0;
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float diff = (1.0 - CB_BLEND_LEVEL);
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// LU2 U2 RU2
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// UL2 UL U UR UR2
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// L2 L C R R2
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// DL2 DL D DR DR2
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// LD2 D2 RD2
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count1 += PATTERN(L.a*D.a*R.a);
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count1 += PATTERN(L.a*U.a*R.a);
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count1 += PATTERN(L.a*UL.a*R.a*UR.a + L.a*DL.a*R.a*DR.a);
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count1 += PATTERN(U.a*D2.a*(UL.a*LD2.a + UR.a*RD2.a) + U2.a*D.a*(LU2.a*DL.a + RU2.a*DR.a));
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count2 += PATTERN(U.a*L.a*D.a);
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count2 += PATTERN(U.a*R.a*D.a);
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count2 += PATTERN(U.a*UR.a*D.a*DR.a + D.a*DL.a*U.a*UL.a);
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count2 += PATTERN(L.a*R2.a*(DL.a*DR2.a + UL.a*UR2.a) + L2.a*R.a*(DL2.a*DR.a + UL2.a*UR.a));
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if ((count1 * count2) > 0.0 && count1 == count2)
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color = 0.5*(1.0+diff)*oriC + 0.125*(1.0-diff)*(oriL + oriR + oriU + oriD);
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else if (count1 > 0.0 && count1 > count2)
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color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriL + oriR);
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else if (count2 > 0.0 && count2 > count1)
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color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriU + oriD);
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float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
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FragColor = vec4(color, luma_diff);
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}
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152
dithering/shaders/sgenpt-mix/sgenpt-mix-pass3.slang
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152
dithering/shaders/sgenpt-mix/sgenpt-mix-pass3.slang
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@ -0,0 +1,152 @@
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#version 450
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/*
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Sgenpt-Mix - pass3
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2011-2022 Hyllian - sergiogdb@gmail.com
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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.
|
||||
|
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*/
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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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float CB_MITIG_NEIGHBRS;
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float CB_MITIG_LINES;
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float CB_ADJUST_VIEW;
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float UseGamma;
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} params;
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#pragma parameter CB_MITIG_NEIGHBRS " CB - Mitigate Errors (neighbors)" 1.0 0.0 4.0 1.0
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#pragma parameter CB_MITIG_LINES " CB - Mitigate Errors (regions)" 1.0 0.0 1.0 1.0
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#pragma parameter CB_ADJUST_VIEW " CB - Adjust View" 0.0 0.0 1.0 1.0
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#pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
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#define CB_MITIG_NEIGHBRS params.CB_MITIG_NEIGHBRS
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#define CB_MITIG_LINES params.CB_MITIG_LINES
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#define CB_ADJUST_VIEW params.CB_ADJUST_VIEW
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#define UseGamma params.UseGamma
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#define CBDOuputGamma (UseGamma+1.0)
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / CBDOuputGamma, 1.0 / CBDOuputGamma, 1.0 / CBDOuputGamma))
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#define PATTERN(A) step(Delta,A)
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const float Delta = 0.000000001;
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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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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#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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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 LinearGamma;
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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec4 C = texture(Source, vTexCoord );
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vec4 L = texture(Source, vTexCoord -dx );
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vec4 R = texture(Source, vTexCoord +dx );
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vec4 U = texture(Source, vTexCoord -dy);
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vec4 D = texture(Source, vTexCoord +dy);
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vec4 UL = texture(Source, vTexCoord -dx -dy);
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vec4 UR = texture(Source, vTexCoord +dx -dy);
|
||||
vec4 DL = texture(Source, vTexCoord -dx +dy);
|
||||
vec4 DR = texture(Source, vTexCoord +dx +dy);
|
||||
|
||||
vec4 L2 = texture(Source, vTexCoord -2.0*dx );
|
||||
vec4 R2 = texture(Source, vTexCoord +2.0*dx );
|
||||
vec4 U2 = texture(Source, vTexCoord -2.0*dy);
|
||||
vec4 D2 = texture(Source, vTexCoord +2.0*dy);
|
||||
|
||||
vec4 L3 = texture(Source, vTexCoord -3.0*dx );
|
||||
vec4 R3 = texture(Source, vTexCoord +3.0*dx );
|
||||
vec4 U3 = texture(Source, vTexCoord -3.0*dy);
|
||||
vec4 D3 = texture(Source, vTexCoord +3.0*dy);
|
||||
|
||||
vec3 color = C.rgb;
|
||||
|
||||
vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
|
||||
|
||||
float count = 0.0;
|
||||
float count2 = 0.0;
|
||||
float count3 = 0.0;
|
||||
|
||||
// U3
|
||||
// U2
|
||||
// UL U UR
|
||||
// L3 L2 L C R R2 R3
|
||||
// DL D DR
|
||||
// D2
|
||||
// D3
|
||||
|
||||
count += PATTERN(L.a);
|
||||
count += PATTERN(R.a);
|
||||
count += PATTERN(U.a);
|
||||
count += PATTERN(D.a);
|
||||
count += PATTERN(UL.a*UR.a*DL.a*DR.a);
|
||||
|
||||
count2 += PATTERN(L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a);
|
||||
|
||||
count3 += PATTERN(L3.a*L2.a*L.a);
|
||||
count3 += PATTERN(L2.a*L.a*R.a);
|
||||
count3 += PATTERN(L.a*R.a*R2.a);
|
||||
count3 += PATTERN(R.a*R2.a*R3.a);
|
||||
|
||||
count3 += PATTERN(U3.a*U2.a*U.a);
|
||||
count3 += PATTERN(U2.a*U.a*D.a);
|
||||
count3 += PATTERN(U.a*D.a*D2.a);
|
||||
count3 += PATTERN(D.a*D2.a*D3.a);
|
||||
|
||||
if ((count < CB_MITIG_NEIGHBRS) && (count2 < 1.0))
|
||||
color = oriC;
|
||||
else if ((CB_MITIG_LINES == 1.0) && (count3 < 1.0))
|
||||
color = oriC;
|
||||
|
||||
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
|
||||
|
||||
color = mix(color, vec3(luma_diff), CB_ADJUST_VIEW);
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
107
dithering/shaders/sgenpt-mix/sgenpt-mix-pass4.slang
Normal file
107
dithering/shaders/sgenpt-mix/sgenpt-mix-pass4.slang
Normal file
|
@ -0,0 +1,107 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Sgenpt-Mix - pass4
|
||||
|
||||
2011-2022 Hyllian - 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;
|
||||
float SGPT_BLEND_OPTION;
|
||||
float VL_BLEND_LEVEL;
|
||||
} params;
|
||||
|
||||
#pragma parameter SGPT_BLEND_OPTION "SGENPT-MIX: [ OFF | CB | VL | BOTH ]" 3.0 0.0 3.0 1.0
|
||||
#pragma parameter VL_BLEND_LEVEL " Vertical Lines Blend Level" 0.8 0.0 1.0 0.1
|
||||
|
||||
#define SGPT_BLEND_OPTION params.SGPT_BLEND_OPTION
|
||||
#define VL_BLEND_LEVEL params.VL_BLEND_LEVEL
|
||||
|
||||
const vec3 Y = vec3( 0.299, 0.587, 0.114);
|
||||
|
||||
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
|
||||
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
|
||||
|
||||
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;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
|
||||
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
|
||||
|
||||
// Reading the texels.
|
||||
vec3 C = texture(Source, vTexCoord ).xyz;
|
||||
vec3 L = texture(Source, vTexCoord -dx).xyz;
|
||||
vec3 R = texture(Source, vTexCoord +dx).xyz;
|
||||
vec3 U = texture(Source, vTexCoord -dy).xyz;
|
||||
vec3 D = texture(Source, vTexCoord +dy).xyz;
|
||||
vec3 UL = texture(Source, vTexCoord -dx -dy).xyz;
|
||||
vec3 UR = texture(Source, vTexCoord +dx -dy).xyz;
|
||||
vec3 DL = texture(Source, vTexCoord -dx +dy).xyz;
|
||||
vec3 DR = texture(Source, vTexCoord +dx +dy).xyz;
|
||||
|
||||
vec3 color = C;
|
||||
|
||||
if (SGPT_BLEND_OPTION == 2 || SGPT_BLEND_OPTION == 3)
|
||||
{
|
||||
float diff = dot(max(C, max(L, R)) - min(C, min(L, R)), Y);
|
||||
|
||||
diff *= (1.0 - VL_BLEND_LEVEL);
|
||||
|
||||
vec3 min_sample = max_s(min_s(C, L, R), min_s(C, DL, DR), min_s(C, UL, UR));
|
||||
vec3 max_sample = min_s(max_s(C, L, R), max_s(C, DL, DR), max_s(C, UL, UR));
|
||||
|
||||
color = 0.5*( 1.0 + diff )*C + 0.25*( 1.0 - diff )*(L + R);
|
||||
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
}
|
||||
|
||||
float luma_diff = abs(dot(C, Y)-dot(color, Y));
|
||||
|
||||
FragColor = vec4(color, luma_diff);
|
||||
}
|
152
dithering/shaders/sgenpt-mix/sgenpt-mix-pass5.slang
Normal file
152
dithering/shaders/sgenpt-mix/sgenpt-mix-pass5.slang
Normal file
|
@ -0,0 +1,152 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Sgenpt-Mix - pass5
|
||||
|
||||
2011-2022 Hyllian - 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;
|
||||
float VL_MITIG_NEIGHBRS;
|
||||
float VL_MITIG_LINES;
|
||||
float VL_ADJUST_VIEW;
|
||||
float UseGamma;
|
||||
} params;
|
||||
|
||||
#pragma parameter VL_MITIG_NEIGHBRS " VL - Mitigate Errors (neighbors)" 1.0 0.0 4.0 1.0
|
||||
#pragma parameter VL_MITIG_LINES " VL - Mitigate Errors (regions)" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter VL_ADJUST_VIEW " VL - Adjust View" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
|
||||
|
||||
#define VL_MITIG_NEIGHBRS params.VL_MITIG_NEIGHBRS
|
||||
#define VL_MITIG_LINES params.VL_MITIG_LINES
|
||||
#define VL_ADJUST_VIEW params.VL_ADJUST_VIEW
|
||||
#define UseGamma params.UseGamma
|
||||
#define CBDOuputGamma (UseGamma+1.0)
|
||||
|
||||
#define GAMMA_OUT(color) pow(color, vec3(1.0 / CBDOuputGamma, 1.0 / CBDOuputGamma, 1.0 / CBDOuputGamma))
|
||||
|
||||
#define PATTERN(A) step(Delta,A)
|
||||
|
||||
const float Delta = 0.000000001;
|
||||
const vec3 Y = vec3( 0.299, 0.587, 0.114);
|
||||
|
||||
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;
|
||||
layout(set = 0, binding = 3) uniform sampler2D CB_Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
|
||||
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
|
||||
|
||||
// Reading the texels.
|
||||
vec4 C = texture(Source, vTexCoord );
|
||||
vec4 L = texture(Source, vTexCoord -dx );
|
||||
vec4 R = texture(Source, vTexCoord +dx );
|
||||
vec4 U = texture(Source, vTexCoord -dy);
|
||||
vec4 D = texture(Source, vTexCoord +dy);
|
||||
vec4 UL = texture(Source, vTexCoord -dx -dy);
|
||||
vec4 UR = texture(Source, vTexCoord +dx -dy);
|
||||
vec4 DL = texture(Source, vTexCoord -dx +dy);
|
||||
vec4 DR = texture(Source, vTexCoord +dx +dy);
|
||||
|
||||
vec4 L2 = texture(Source, vTexCoord -2.0*dx );
|
||||
vec4 R2 = texture(Source, vTexCoord +2.0*dx );
|
||||
vec4 U2 = texture(Source, vTexCoord -2.0*dy);
|
||||
vec4 D2 = texture(Source, vTexCoord +2.0*dy);
|
||||
|
||||
vec4 L3 = texture(Source, vTexCoord -3.0*dx );
|
||||
vec4 R3 = texture(Source, vTexCoord +3.0*dx );
|
||||
vec4 U3 = texture(Source, vTexCoord -3.0*dy);
|
||||
vec4 D3 = texture(Source, vTexCoord +3.0*dy);
|
||||
|
||||
vec3 color = C.rgb;
|
||||
|
||||
vec3 oriC = texture(CB_Output, vTexCoord ).rgb;
|
||||
|
||||
float count = 0.0;
|
||||
float count2 = 0.0;
|
||||
float count3 = 0.0;
|
||||
float count4 = 0.0;
|
||||
|
||||
// U3
|
||||
// U2
|
||||
// UL U UR
|
||||
// L3 L2 L C R R2 R3
|
||||
// DL D DR
|
||||
// D2
|
||||
// D3
|
||||
|
||||
count += PATTERN(L.a);
|
||||
count += PATTERN(R.a);
|
||||
count += PATTERN(U.a);
|
||||
count += PATTERN(D.a);
|
||||
|
||||
count += PATTERN(UL.a*UR.a*DL.a*DR.a);
|
||||
|
||||
count2 += PATTERN(L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a);
|
||||
|
||||
count3 += PATTERN(L3.a*L2.a*L.a);
|
||||
count3 += PATTERN(L2.a*L.a*R.a);
|
||||
count3 += PATTERN(L.a*R.a*R2.a);
|
||||
count3 += PATTERN(R.a*R2.a*R3.a);
|
||||
|
||||
count4 += PATTERN(U.a);
|
||||
count4 += PATTERN(D.a);
|
||||
|
||||
if ((count < VL_MITIG_NEIGHBRS) && (count2 < 1.0))
|
||||
color = oriC;
|
||||
else if ((VL_MITIG_LINES == 1.0) && ((count3*count4) < 1.0))
|
||||
color = oriC;
|
||||
|
||||
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
|
||||
|
||||
color = mix(color, vec3(luma_diff), VL_ADJUST_VIEW);
|
||||
|
||||
FragColor = vec4(GAMMA_OUT(color), 1.0);
|
||||
}
|
Loading…
Reference in a new issue