mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-04 05:01:31 +11:00
Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469)
* Move initial batch of shaders and presets to smoothing subdirectory * Rename smoothing to edge enhancement * Move cubic and windowed into interpolation * Fix some presets * Fix rest of presets * Rename edge-enhancement to edge-smoothing * Move pixel art scalers into separate directory separate from 'interpolation' * Flatten interpolation/cubic into interpolation/
This commit is contained in:
parent
8f9aa4e8a0
commit
259ff81f4b
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@ -6,12 +6,12 @@ scale_type0 = source
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scale_x0 = 2.0
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scale_y0 = 2.0
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shader1 = ../cubic/shaders/bicubic-x.slang
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shader1 = ../interpolation/shaders/bicubic-x.slang
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filter_linear1 = false
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scale_type_x1 = viewport
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scale_type_y1 = source
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scale1 = 1.0
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shader2 = ../cubic/shaders/bicubic-y.slang
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shader2 = ../interpolation/shaders/bicubic-y.slang
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filter_linear2 = false
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scale_type2 = viewport
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@ -5,6 +5,6 @@ filter_linear0 = false
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scale_type0 = source
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scale0 = 2.0
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shader1 = ../cubic/shaders/bicubic.slang
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shader1 = ../interpolation/shaders/bicubic.slang
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filter_linear1 = false
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scale_type1 = viewport
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@ -37,7 +37,7 @@
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// clang-format off
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#include "parameters.slang"
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#include "../../../interpolation/shaders/pixel_aa/shared.slang"
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#include "../../../pixel-art-scaling/shaders/pixel_aa/shared.slang"
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// clang-format on
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layout(push_constant) uniform Push {
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@ -39,7 +39,7 @@
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// clang-format off
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#include "parameters.slang"
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#include "../../../blurs/shaders/dual_filter/parameters.slang"
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#include "../../../interpolation/shaders/pixel_aa/shared.slang"
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#include "../../../pixel-art-scaling/shaders/pixel_aa/shared.slang"
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// clang-format on
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layout(push_constant) uniform Push {
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@ -14,7 +14,7 @@ scale_type1 = "absolute"
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scale_x1 = 1684
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scale_y1 = 1329
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shader2 = "../windowed/shaders/jinc2.slang"
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shader2 = "../interpolation/shaders/jinc2.slang"
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filter_linear2 = false
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scale_type2 = viewport
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@ -14,7 +14,7 @@ scale_type1 = "absolute"
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scale_x1 = 1684
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scale_y1 = 1329
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shader2 = "../windowed/shaders/jinc2.slang"
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shader2 = "../interpolation/shaders/jinc2.slang"
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filter_linear2 = false
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scale_type2 = viewport
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@ -13,7 +13,7 @@ scale_type1 = source
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scale1 = 1.0
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filter_linear1 = true
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shader2 = ../../../../../interpolation/shaders/sharp-bilinear.slang
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shader2 = ../../../../../pixel-art-scaling/shaders/sharp-bilinear.slang
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alias2 = PrescalePass
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scale_type2 = source
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filter_linear2 = true
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@ -7,28 +7,28 @@ scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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alias0 = XbrSource
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shader1 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
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shader1 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
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filter_linear1 = "false"
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wrap_mode1 = "clamp_to_edge"
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scale_type_x1 = "source"
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scale_x1 = "1.000000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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shader2 = "../xbr/shaders/super-xbr/super-xbr-pass1.slang"
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shader2 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1.slang"
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filter_linear2 = "false"
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wrap_mode2 = "clamp_to_edge"
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scale_type_x2 = "source"
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scale_x2 = "2.000000"
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scale_type_y2 = "source"
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scale_y2 = "2.000000"
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shader3 = "../xbr/shaders/super-xbr/super-xbr-pass2.slang"
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shader3 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass2.slang"
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filter_linear3 = "false"
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wrap_mode3 = "clamp_to_edge"
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scale_type_x3 = "source"
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scale_x3 = "1.000000"
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scale_type_y3 = "source"
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scale_y3 = "1.000000"
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shader4 = "../windowed/shaders/jinc2.slang"
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shader4 = "../interpolation/shaders/jinc2.slang"
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filter_linear4 = "false"
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wrap_mode4 = "clamp_to_edge"
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float_framebuffer4 = "false"
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@ -8,28 +8,28 @@ scale_type_x1 = "source"
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scale_x1 = "1.000000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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shader2 = "../xbr/other presets/shaders/super-xbr/super-2xbr-3d-pass0.slang"
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shader2 = "../edge-smoothing/xbr/other presets/shaders/super-xbr/super-2xbr-3d-pass0.slang"
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filter_linear2 = "false"
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wrap_mode2 = "clamp_to_edge"
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scale_type_x2 = "source"
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scale_x2 = "1.000000"
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scale_type_y2 = "source"
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scale_y2 = "1.000000"
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shader3 = "../xbr/other presets/shaders/super-xbr/super-2xbr-3d-pass1.slang"
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shader3 = "../edge-smoothing/xbr/other presets/shaders/super-xbr/super-2xbr-3d-pass1.slang"
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filter_linear3 = "false"
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wrap_mode3 = "clamp_to_edge"
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scale_type_x3 = "source"
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scale_x3 = "1.000000"
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scale_type_y3 = "source"
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scale_y3 = "1.000000"
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shader4 = "../xbr/other presets/shaders/super-xbr/super-2xbr-3d-pass2.slang"
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shader4 = "../edge-smoothing/xbr/other presets/shaders/super-xbr/super-2xbr-3d-pass2.slang"
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filter_linear4 = "false"
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wrap_mode4 = "clamp_to_edge"
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scale_type_x4 = "source"
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scale_x4 = "1.000000"
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scale_type_y4 = "source"
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scale_y4 = "1.000000"
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shader5 = "../windowed/shaders/jinc2.slang"
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shader5 = "../interpolation/shaders/jinc2.slang"
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filter_linear5 = "false"
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wrap_mode5 = "clamp_to_edge"
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@ -6,14 +6,14 @@ scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
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shader1 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
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filter_linear1 = "false"
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wrap_mode1 = "clamp_to_edge"
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scale_type_x1 = "source"
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scale_x1 = "1.000000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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shader2 = "../xbr/shaders/super-xbr/super-xbr-pass1.slang"
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shader2 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1.slang"
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filter_linear2 = "false"
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wrap_mode2 = "clamp_to_edge"
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scale_type_x2 = "source"
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@ -21,7 +21,7 @@ scale_x2 = "2.000000"
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scale_type_y2 = "source"
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scale_y2 = "2.000000"
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alias2 = "PassPrev2"
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shader3 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
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shader3 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
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filter_linear3 = "false"
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wrap_mode3 = "clamp_to_edge"
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scale_type_x3 = "source"
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@ -29,7 +29,7 @@ scale_x3 = "1.000000"
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scale_type_y3 = "source"
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scale_y3 = "1.000000"
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shader4 = "../xbr/shaders/super-xbr/super-xbr-pass1b.slang"
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shader4 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1b.slang"
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filter_linear4 = "false"
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wrap_mode4 = "clamp_to_edge"
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scale_type_x4 = "source"
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@ -37,7 +37,7 @@ scale_x4 = "2.000000"
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scale_type_y4 = "source"
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scale_y4 = "2.000000"
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shader5 = "../windowed/shaders/jinc2.slang"
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shader5 = "../interpolation/shaders/jinc2.slang"
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filter_linear5 = "false"
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wrap_mode5 = "clamp_to_edge"
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scale_type5 = viewport
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@ -6,14 +6,14 @@ scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
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shader1 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
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filter_linear1 = "false"
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wrap_mode1 = "clamp_to_edge"
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scale_type_x1 = "source"
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scale_x1 = "1.000000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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shader2 = "../xbr/shaders/super-xbr/super-xbr-pass1.slang"
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shader2 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1.slang"
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filter_linear2 = "false"
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wrap_mode2 = "clamp_to_edge"
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scale_type_x2 = "source"
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scale_type_y2 = "source"
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scale_y2 = "2.000000"
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alias2 = "PassPrev2"
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shader3 = "../xbr/shaders/super-xbr/super-xbr-pass2.slang"
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shader3 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass2.slang"
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filter_linear3 = "false"
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wrap_mode3 = "clamp_to_edge"
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scale_type_x3 = "source"
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scale_type_y3 = "source"
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scale_y3 = "1.000000"
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shader4 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
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shader4 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
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filter_linear4 = "false"
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wrap_mode4 = "clamp_to_edge"
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scale_type_x4 = "source"
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scale_x4 = "1.000000"
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scale_type_y4 = "source"
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scale_y4 = "1.000000"
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shader5 = "../xbr/shaders/super-xbr/super-xbr-pass1b.slang"
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shader5 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1b.slang"
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filter_linear5 = "false"
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wrap_mode5 = "clamp_to_edge"
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scale_type_x5 = "source"
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scale_x5 = "2.000000"
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scale_type_y5 = "source"
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scale_y5 = "2.000000"
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shader6 = "../xbr/shaders/super-xbr/super-xbr-pass2.slang"
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shader6 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass2.slang"
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filter_linear6 = "false"
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wrap_mode6 = "clamp_to_edge"
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scale_type_x6 = "source"
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scale_y6 = "1.000000"
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shader7 = "../windowed/shaders/jinc2.slang"
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shader7 = "../interpolation/shaders/jinc2.slang"
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filter_linear7 = "false"
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wrap_mode7 = "clamp_to_edge"
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scale_type7 = viewport
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@ -13,28 +13,28 @@ scale_type_x1 = "source"
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scale_x1 = "1.000000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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shader2 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
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shader2 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
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filter_linear2 = "false"
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wrap_mode2 = "clamp_to_edge"
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scale_type_x2 = "source"
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scale_x2 = "1.000000"
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scale_type_y2 = "source"
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scale_y2 = "1.000000"
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shader3 = "../xbr/shaders/super-xbr/super-xbr-pass1.slang"
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shader3 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1.slang"
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filter_linear3 = "false"
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wrap_mode3 = "clamp_to_edge"
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scale_type_x3 = "source"
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scale_x3 = "2.000000"
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scale_type_y3 = "source"
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scale_y3 = "2.000000"
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shader4 = "../xbr/shaders/super-xbr/super-xbr-pass2.slang"
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shader4 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass2.slang"
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filter_linear4 = "false"
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wrap_mode4 = "clamp_to_edge"
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scale_type_x4 = "source"
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scale_x4 = "1.000000"
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scale_type_y4 = "source"
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scale_y4 = "1.000000"
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shader5 = "../windowed/shaders/jinc2.slang"
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shader5 = "../interpolation/shaders/jinc2.slang"
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filter_linear5 = "false"
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wrap_mode5 = "clamp_to_edge"
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scale_type5 = viewport
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
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shader1 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
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filter_linear1 = "false"
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wrap_mode1 = "clamp_to_edge"
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scale_type_x1 = "source"
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scale_x1 = "1.000000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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shader2 = "../xbr/shaders/super-xbr/super-xbr-pass1.slang"
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shader2 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1.slang"
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filter_linear2 = "false"
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wrap_mode2 = "clamp_to_edge"
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scale_type_x2 = "source"
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scale_x2 = "2.000000"
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scale_type_y2 = "source"
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scale_y2 = "2.000000"
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shader3 = "../xbr/shaders/super-xbr/super-xbr-pass2.slang"
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shader3 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass2.slang"
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filter_linear3 = "false"
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wrap_mode3 = "clamp_to_edge"
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scale_type_x3 = "source"
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scale_x3 = "1.000000"
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scale_type_y3 = "source"
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scale_y3 = "1.000000"
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shader4 = "../windowed/shaders/jinc2.slang"
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shader4 = "../interpolation/shaders/jinc2.slang"
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filter_linear4 = "false"
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wrap_mode4 = "clamp_to_edge"
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scale_type4 = viewport
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@ -1,18 +1,18 @@
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shaders = 3
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shader0 = shaders/2xsai.slang
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filter_linear0 = false
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scale_type0 = source
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scale_x0 = 2.0
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scale_y0 = 2.0
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shader1 = ../cubic/shaders/bicubic-x.slang
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filter_linear1 = false
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scale_type_x1 = viewport
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scale_type_y1 = source
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scale1 = 1.0
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shader2 = ../cubic/shaders/bicubic-y.slang
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filter_linear2 = false
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scale_type2 = viewport
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shaders = 3
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shader0 = shaders/2xsai.slang
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filter_linear0 = false
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scale_type0 = source
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scale_x0 = 2.0
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scale_y0 = 2.0
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shader1 = ../../interpolation/shaders/bicubic-x.slang
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filter_linear1 = false
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scale_type_x1 = viewport
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scale_type_y1 = source
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scale1 = 1.0
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shader2 = ../../interpolation/shaders/bicubic-y.slang
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filter_linear2 = false
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scale_type2 = viewport
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@ -1,163 +1,163 @@
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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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const vec3 dt = vec3(65536.0,256.0,1.0);
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float GET_RESULT(float A, float B, float C, float D)
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{
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return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D)));
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}
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float reduce(vec3 color)
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{
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return dot(color,dt);
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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;
|
||||
|
||||
/* Default Vertex shader */
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.0001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec2 FragCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 OGL2Size = params.SourceSize.xy;
|
||||
vec2 OGL2InvSize = params.SourceSize.zw;
|
||||
|
||||
// Calculating texel coordinates
|
||||
|
||||
vec2 OGL2Pos = vTexCoord.xy*OGL2Size.xy;
|
||||
vec2 fp = fract(OGL2Pos);
|
||||
vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y);
|
||||
vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y);
|
||||
|
||||
|
||||
if ((fp.x >= 0.50) && (fp.y < 0.50)) g2*=-1.0;
|
||||
|
||||
vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize;
|
||||
|
||||
vec2 pC8 = pC4 + g1;
|
||||
vec2 pC0 = pC4 - g1;
|
||||
|
||||
vec2 p04 = pC4 - 0.5*g1;
|
||||
vec2 pC3 = p04 + 0.5*g2;
|
||||
vec2 pC1 = pC3 - g2;
|
||||
vec2 pC5 = pC1 + g1;
|
||||
vec2 pC7 = pC3 + g1;
|
||||
|
||||
|
||||
// Reading the texels
|
||||
|
||||
vec3 C0 = texture(Source,pC0 ).xyz;
|
||||
vec3 C1 = texture(Source,pC1 ).xyz;
|
||||
vec3 C2 = texture(Source,pC4-g2).xyz;
|
||||
vec3 C3 = texture(Source,pC3 ).xyz;
|
||||
vec3 C4 = texture(Source,pC4 ).xyz;
|
||||
vec3 C5 = texture(Source,pC5 ).xyz;
|
||||
vec3 D4 = texture(Source,pC8-g2).xyz;
|
||||
vec3 C6 = texture(Source,pC4+g2).xyz;
|
||||
vec3 C7 = texture(Source,pC7 ).xyz;
|
||||
vec3 C8 = texture(Source,pC8 ).xyz;
|
||||
vec3 D5 = texture(Source,pC5+g1).xyz;
|
||||
vec3 D0 = texture(Source,pC7+g2).xyz;
|
||||
vec3 D1 = texture(Source,pC8+g2).xyz;
|
||||
vec3 D2 = texture(Source,pC7+g1).xyz;
|
||||
vec3 p10,p11;
|
||||
|
||||
float c0 = reduce(C0);float c1 = reduce(C1);
|
||||
float c2 = reduce(C2);float c3 = reduce(C3);
|
||||
float c4 = reduce(C4);float c5 = reduce(C5);
|
||||
float c6 = reduce(C6);float c7 = reduce(C7);
|
||||
float c8 = reduce(C8);float d0 = reduce(D0);
|
||||
float d1 = reduce(D1);float d2 = reduce(D2);
|
||||
float d4 = reduce(D4);float d5 = reduce(D5);
|
||||
|
||||
|
||||
/* 2xSaI code */
|
||||
/* Copied from the Dosbox source code */
|
||||
/* Copyright (C) 2002-2007 The DOSBox Team */
|
||||
/* License: GNU-GPL */
|
||||
/* Adapted by guest(r) on 20.4 and 9.5. 2007 */
|
||||
|
||||
if (c4 == c8) {
|
||||
if (c5 != c7) {
|
||||
if (((c4 == c3)&&(c7 == d2))||((c4 == c5)&&(c4 == c6)&&(c3 != c7)&&(c7 == d0))) {
|
||||
p10 = C4;
|
||||
} else {
|
||||
p10 = 0.5*(C4+C7);
|
||||
}
|
||||
p11 = C4;
|
||||
} else {
|
||||
if (c4 == c5) {
|
||||
p10 = C4;
|
||||
p11 = C4;
|
||||
} else {
|
||||
float r;
|
||||
r = GET_RESULT(c4,c5,c3,c1);
|
||||
r -= GET_RESULT(c5,c4,d4,c2);
|
||||
r -= GET_RESULT(c5,c4,c6,d1);
|
||||
r += GET_RESULT(c4,c5,d5,d2);
|
||||
if (r > 0.0) p11 = C4;
|
||||
else if (r < 0.0) p11 = C5;
|
||||
else p11 = 0.25*(C4+C5+C7+C8);
|
||||
p10 = 0.5*(C4+C7);
|
||||
}
|
||||
}
|
||||
} else
|
||||
if (c5 == c7) {
|
||||
if (((c7 == c6)&&(c4 == c2))||((c7 == c3)&&(c7 == c8)&&(c4 != c6)&&(c4 == c0))) {
|
||||
p10 = C7;
|
||||
} else {
|
||||
p10 = 0.5*(C4+C7);
|
||||
}
|
||||
p11 = C5;
|
||||
} else {
|
||||
p11 = 0.25*(C4+C5+C7+C8);
|
||||
|
||||
if ((c4 == c5)&&(c4 == c6)&&(c3 != c7)&&(c7 == d0)) {
|
||||
p10 = C4;
|
||||
} else if ((c7 == c3)&&(c7 == c8)&&(c4 != c6)&&(c4 == c0)) {
|
||||
p10 = C7;
|
||||
} else {
|
||||
p10 = 0.5*(C4+C7);
|
||||
}
|
||||
}
|
||||
|
||||
// Distributing the final products
|
||||
|
||||
vec3 color;
|
||||
|
||||
if (fp.x >= 0.5 && fp.y >= 0.5) color = p11; else
|
||||
if (fp.x < 0.5 && fp.y < 0.5) color = C4; else color = p10;
|
||||
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
||||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
|
||||
const vec3 dt = vec3(65536.0,256.0,1.0);
|
||||
|
||||
|
||||
float GET_RESULT(float A, float B, float C, float D)
|
||||
{
|
||||
return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D)));
|
||||
}
|
||||
|
||||
|
||||
float reduce(vec3 color)
|
||||
{
|
||||
return dot(color,dt);
|
||||
}
|
||||
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
/* Default Vertex shader */
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.0001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec2 FragCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 OGL2Size = params.SourceSize.xy;
|
||||
vec2 OGL2InvSize = params.SourceSize.zw;
|
||||
|
||||
// Calculating texel coordinates
|
||||
|
||||
vec2 OGL2Pos = vTexCoord.xy*OGL2Size.xy;
|
||||
vec2 fp = fract(OGL2Pos);
|
||||
vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y);
|
||||
vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y);
|
||||
|
||||
|
||||
if ((fp.x >= 0.50) && (fp.y < 0.50)) g2*=-1.0;
|
||||
|
||||
vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize;
|
||||
|
||||
vec2 pC8 = pC4 + g1;
|
||||
vec2 pC0 = pC4 - g1;
|
||||
|
||||
vec2 p04 = pC4 - 0.5*g1;
|
||||
vec2 pC3 = p04 + 0.5*g2;
|
||||
vec2 pC1 = pC3 - g2;
|
||||
vec2 pC5 = pC1 + g1;
|
||||
vec2 pC7 = pC3 + g1;
|
||||
|
||||
|
||||
// Reading the texels
|
||||
|
||||
vec3 C0 = texture(Source,pC0 ).xyz;
|
||||
vec3 C1 = texture(Source,pC1 ).xyz;
|
||||
vec3 C2 = texture(Source,pC4-g2).xyz;
|
||||
vec3 C3 = texture(Source,pC3 ).xyz;
|
||||
vec3 C4 = texture(Source,pC4 ).xyz;
|
||||
vec3 C5 = texture(Source,pC5 ).xyz;
|
||||
vec3 D4 = texture(Source,pC8-g2).xyz;
|
||||
vec3 C6 = texture(Source,pC4+g2).xyz;
|
||||
vec3 C7 = texture(Source,pC7 ).xyz;
|
||||
vec3 C8 = texture(Source,pC8 ).xyz;
|
||||
vec3 D5 = texture(Source,pC5+g1).xyz;
|
||||
vec3 D0 = texture(Source,pC7+g2).xyz;
|
||||
vec3 D1 = texture(Source,pC8+g2).xyz;
|
||||
vec3 D2 = texture(Source,pC7+g1).xyz;
|
||||
vec3 p10,p11;
|
||||
|
||||
float c0 = reduce(C0);float c1 = reduce(C1);
|
||||
float c2 = reduce(C2);float c3 = reduce(C3);
|
||||
float c4 = reduce(C4);float c5 = reduce(C5);
|
||||
float c6 = reduce(C6);float c7 = reduce(C7);
|
||||
float c8 = reduce(C8);float d0 = reduce(D0);
|
||||
float d1 = reduce(D1);float d2 = reduce(D2);
|
||||
float d4 = reduce(D4);float d5 = reduce(D5);
|
||||
|
||||
|
||||
/* 2xSaI code */
|
||||
/* Copied from the Dosbox source code */
|
||||
/* Copyright (C) 2002-2007 The DOSBox Team */
|
||||
/* License: GNU-GPL */
|
||||
/* Adapted by guest(r) on 20.4 and 9.5. 2007 */
|
||||
|
||||
if (c4 == c8) {
|
||||
if (c5 != c7) {
|
||||
if (((c4 == c3)&&(c7 == d2))||((c4 == c5)&&(c4 == c6)&&(c3 != c7)&&(c7 == d0))) {
|
||||
p10 = C4;
|
||||
} else {
|
||||
p10 = 0.5*(C4+C7);
|
||||
}
|
||||
p11 = C4;
|
||||
} else {
|
||||
if (c4 == c5) {
|
||||
p10 = C4;
|
||||
p11 = C4;
|
||||
} else {
|
||||
float r;
|
||||
r = GET_RESULT(c4,c5,c3,c1);
|
||||
r -= GET_RESULT(c5,c4,d4,c2);
|
||||
r -= GET_RESULT(c5,c4,c6,d1);
|
||||
r += GET_RESULT(c4,c5,d5,d2);
|
||||
if (r > 0.0) p11 = C4;
|
||||
else if (r < 0.0) p11 = C5;
|
||||
else p11 = 0.25*(C4+C5+C7+C8);
|
||||
p10 = 0.5*(C4+C7);
|
||||
}
|
||||
}
|
||||
} else
|
||||
if (c5 == c7) {
|
||||
if (((c7 == c6)&&(c4 == c2))||((c7 == c3)&&(c7 == c8)&&(c4 != c6)&&(c4 == c0))) {
|
||||
p10 = C7;
|
||||
} else {
|
||||
p10 = 0.5*(C4+C7);
|
||||
}
|
||||
p11 = C5;
|
||||
} else {
|
||||
p11 = 0.25*(C4+C5+C7+C8);
|
||||
|
||||
if ((c4 == c5)&&(c4 == c6)&&(c3 != c7)&&(c7 == d0)) {
|
||||
p10 = C4;
|
||||
} else if ((c7 == c3)&&(c7 == c8)&&(c4 != c6)&&(c4 == c0)) {
|
||||
p10 = C7;
|
||||
} else {
|
||||
p10 = 0.5*(C4+C7);
|
||||
}
|
||||
}
|
||||
|
||||
// Distributing the final products
|
||||
|
||||
vec3 color;
|
||||
|
||||
if (fp.x >= 0.5 && fp.y >= 0.5) color = p11; else
|
||||
if (fp.x < 0.5 && fp.y < 0.5) color = C4; else color = p10;
|
||||
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
|
@ -1,161 +1,161 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
|
||||
const vec3 dt = vec3(65536.0,256.0,1.0);
|
||||
|
||||
|
||||
float GET_RESULT(float A, float B, float C, float D)
|
||||
{
|
||||
return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D)));
|
||||
}
|
||||
|
||||
|
||||
float reduce(vec3 color)
|
||||
{
|
||||
return dot(color,dt);
|
||||
}
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
/* Default Vertex shader */
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec2 FragCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 OGL2Size = params.SourceSize.xy;
|
||||
vec2 OGL2InvSize = params.SourceSize.zw;
|
||||
|
||||
// Calculating texel coordinates
|
||||
|
||||
vec2 OGL2Pos = vTexCoord*OGL2Size.xy;
|
||||
vec2 fp = fract(OGL2Pos);
|
||||
vec2 dx = vec2(OGL2InvSize.x,0.0);
|
||||
vec2 dy = vec2(0.0,OGL2InvSize.y);
|
||||
vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y);
|
||||
vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y);
|
||||
|
||||
vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize;
|
||||
vec2 pC8 = pC4 + g1;
|
||||
|
||||
// Reading the texels
|
||||
|
||||
vec3 C0 = texture(Source,pC4-g1).xyz;
|
||||
vec3 C1 = texture(Source,pC4-dy).xyz;
|
||||
vec3 C2 = texture(Source,pC4-g2).xyz;
|
||||
vec3 D3 = texture(Source,pC4-g2+dx).xyz;
|
||||
vec3 C3 = texture(Source,pC4-dx).xyz;
|
||||
vec3 C4 = texture(Source,pC4).xyz;
|
||||
vec3 C5 = texture(Source,pC4+dx).xyz;
|
||||
vec3 D4 = texture(Source,pC8-g2).xyz;
|
||||
vec3 C6 = texture(Source,pC4+g2).xyz;
|
||||
vec3 C7 = texture(Source,pC4+dy).xyz;
|
||||
vec3 C8 = texture(Source,pC8).xyz;
|
||||
vec3 D5 = texture(Source,pC8+dx).xyz;
|
||||
vec3 D0 = texture(Source,pC4+g2+dy).xyz;
|
||||
vec3 D1 = texture(Source,pC8+g2).xyz;
|
||||
vec3 D2 = texture(Source,pC8+dy).xyz;
|
||||
vec3 D6 = texture(Source,pC8+g1).xyz;
|
||||
|
||||
vec3 p00,p10,p01,p11;
|
||||
|
||||
float c0 = reduce(C0);float c1 = reduce(C1);
|
||||
float c2 = reduce(C2);float c3 = reduce(C3);
|
||||
float c4 = reduce(C4);float c5 = reduce(C5);
|
||||
float c6 = reduce(C6);float c7 = reduce(C7);
|
||||
float c8 = reduce(C8);float d0 = reduce(D0);
|
||||
float d1 = reduce(D1);float d2 = reduce(D2);
|
||||
float d3 = reduce(D3);float d4 = reduce(D4);
|
||||
float d5 = reduce(D5);float d6 = reduce(D6);
|
||||
|
||||
/* Super2xSaI code */
|
||||
/* Copied from the Dosbox source code */
|
||||
/* Copyright (C) 2002-2007 The DOSBox Team */
|
||||
/* License: GNU-GPL */
|
||||
/* Adapted by guest(r) on 16.4.2007 */
|
||||
|
||||
|
||||
if (c7 == c5 && c4 != c8) {
|
||||
p11 = p01 = C7;
|
||||
} else if (c4 == c8 && c7 != c5) {
|
||||
p11 = p01 = C4;
|
||||
} else if (c4 == c8 && c7 == c5) {
|
||||
float r;
|
||||
r = GET_RESULT(c5,c4,c6,d1);
|
||||
r+= GET_RESULT(c5,c4,c3,c1);
|
||||
r+= GET_RESULT(c5,c4,d2,d5);
|
||||
r+= GET_RESULT(c5,c4,c2,d4);
|
||||
|
||||
if (r > 0.0)
|
||||
p11 = p01 = C5;
|
||||
else if (r < 0.0)
|
||||
p11 = p01 = C4;
|
||||
else {
|
||||
p11 = p01 = 0.5*(C4+C5);
|
||||
}
|
||||
} else {
|
||||
if (c5 == c8 && c8 == d1 && c7 != d2 && c8 != d0)
|
||||
p11 = 0.25*(3.0*C8+C7);
|
||||
else if (c4 == c7 && c7 == d2 && d1 != c8 && c7 != d6)
|
||||
p11 = 0.25*(3.0*C7+C8);
|
||||
else
|
||||
p11 = 0.5*(C7+C8);
|
||||
|
||||
if (c5 == c8 && c5 == c1 && c4 != c2 && c5 != c0)
|
||||
p01 = 0.25*(3.0*C5+C4);
|
||||
else if (c4 == c7 && c4 == c2 && c1 != c5 && c4 != d3)
|
||||
p01 = 0.25*(3.0*C4+C5);
|
||||
else
|
||||
p01 = 0.5*(C4+C5);
|
||||
}
|
||||
|
||||
if (c4 == c8 && c7 != c5 && c3 == c4 && c4 != d2)
|
||||
p10 = 0.5*(C7+C4);
|
||||
else if (c4 == c6 && c5 == c4 && c3 != c7 && c4 != d0)
|
||||
p10 = 0.5*(C7+C4);
|
||||
else
|
||||
p10 = C7;
|
||||
|
||||
if (c7 == c5 && c4 != c8 && c6 == c7 && c7 != c2)
|
||||
p00 = 0.5*(C7+C4);
|
||||
else if (c3 == c7 && c8 == c7 && c6 != c4 && c7 != c0)
|
||||
p00 = 0.5*(C7+C4);
|
||||
else
|
||||
p00 = C4;
|
||||
|
||||
// Distributing the final products
|
||||
|
||||
vec3 color = 0.0.xxx;
|
||||
|
||||
if (fp.x < 0.50)
|
||||
{ if (fp.y < 0.50) color = p00; else color = p10;}
|
||||
else
|
||||
{ if (fp.y < 0.50) color = p01; else color = p11;}
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
||||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
|
||||
const vec3 dt = vec3(65536.0,256.0,1.0);
|
||||
|
||||
|
||||
float GET_RESULT(float A, float B, float C, float D)
|
||||
{
|
||||
return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D)));
|
||||
}
|
||||
|
||||
|
||||
float reduce(vec3 color)
|
||||
{
|
||||
return dot(color,dt);
|
||||
}
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
/* Default Vertex shader */
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec2 FragCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 OGL2Size = params.SourceSize.xy;
|
||||
vec2 OGL2InvSize = params.SourceSize.zw;
|
||||
|
||||
// Calculating texel coordinates
|
||||
|
||||
vec2 OGL2Pos = vTexCoord*OGL2Size.xy;
|
||||
vec2 fp = fract(OGL2Pos);
|
||||
vec2 dx = vec2(OGL2InvSize.x,0.0);
|
||||
vec2 dy = vec2(0.0,OGL2InvSize.y);
|
||||
vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y);
|
||||
vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y);
|
||||
|
||||
vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize;
|
||||
vec2 pC8 = pC4 + g1;
|
||||
|
||||
// Reading the texels
|
||||
|
||||
vec3 C0 = texture(Source,pC4-g1).xyz;
|
||||
vec3 C1 = texture(Source,pC4-dy).xyz;
|
||||
vec3 C2 = texture(Source,pC4-g2).xyz;
|
||||
vec3 D3 = texture(Source,pC4-g2+dx).xyz;
|
||||
vec3 C3 = texture(Source,pC4-dx).xyz;
|
||||
vec3 C4 = texture(Source,pC4).xyz;
|
||||
vec3 C5 = texture(Source,pC4+dx).xyz;
|
||||
vec3 D4 = texture(Source,pC8-g2).xyz;
|
||||
vec3 C6 = texture(Source,pC4+g2).xyz;
|
||||
vec3 C7 = texture(Source,pC4+dy).xyz;
|
||||
vec3 C8 = texture(Source,pC8).xyz;
|
||||
vec3 D5 = texture(Source,pC8+dx).xyz;
|
||||
vec3 D0 = texture(Source,pC4+g2+dy).xyz;
|
||||
vec3 D1 = texture(Source,pC8+g2).xyz;
|
||||
vec3 D2 = texture(Source,pC8+dy).xyz;
|
||||
vec3 D6 = texture(Source,pC8+g1).xyz;
|
||||
|
||||
vec3 p00,p10,p01,p11;
|
||||
|
||||
float c0 = reduce(C0);float c1 = reduce(C1);
|
||||
float c2 = reduce(C2);float c3 = reduce(C3);
|
||||
float c4 = reduce(C4);float c5 = reduce(C5);
|
||||
float c6 = reduce(C6);float c7 = reduce(C7);
|
||||
float c8 = reduce(C8);float d0 = reduce(D0);
|
||||
float d1 = reduce(D1);float d2 = reduce(D2);
|
||||
float d3 = reduce(D3);float d4 = reduce(D4);
|
||||
float d5 = reduce(D5);float d6 = reduce(D6);
|
||||
|
||||
/* Super2xSaI code */
|
||||
/* Copied from the Dosbox source code */
|
||||
/* Copyright (C) 2002-2007 The DOSBox Team */
|
||||
/* License: GNU-GPL */
|
||||
/* Adapted by guest(r) on 16.4.2007 */
|
||||
|
||||
|
||||
if (c7 == c5 && c4 != c8) {
|
||||
p11 = p01 = C7;
|
||||
} else if (c4 == c8 && c7 != c5) {
|
||||
p11 = p01 = C4;
|
||||
} else if (c4 == c8 && c7 == c5) {
|
||||
float r;
|
||||
r = GET_RESULT(c5,c4,c6,d1);
|
||||
r+= GET_RESULT(c5,c4,c3,c1);
|
||||
r+= GET_RESULT(c5,c4,d2,d5);
|
||||
r+= GET_RESULT(c5,c4,c2,d4);
|
||||
|
||||
if (r > 0.0)
|
||||
p11 = p01 = C5;
|
||||
else if (r < 0.0)
|
||||
p11 = p01 = C4;
|
||||
else {
|
||||
p11 = p01 = 0.5*(C4+C5);
|
||||
}
|
||||
} else {
|
||||
if (c5 == c8 && c8 == d1 && c7 != d2 && c8 != d0)
|
||||
p11 = 0.25*(3.0*C8+C7);
|
||||
else if (c4 == c7 && c7 == d2 && d1 != c8 && c7 != d6)
|
||||
p11 = 0.25*(3.0*C7+C8);
|
||||
else
|
||||
p11 = 0.5*(C7+C8);
|
||||
|
||||
if (c5 == c8 && c5 == c1 && c4 != c2 && c5 != c0)
|
||||
p01 = 0.25*(3.0*C5+C4);
|
||||
else if (c4 == c7 && c4 == c2 && c1 != c5 && c4 != d3)
|
||||
p01 = 0.25*(3.0*C4+C5);
|
||||
else
|
||||
p01 = 0.5*(C4+C5);
|
||||
}
|
||||
|
||||
if (c4 == c8 && c7 != c5 && c3 == c4 && c4 != d2)
|
||||
p10 = 0.5*(C7+C4);
|
||||
else if (c4 == c6 && c5 == c4 && c3 != c7 && c4 != d0)
|
||||
p10 = 0.5*(C7+C4);
|
||||
else
|
||||
p10 = C7;
|
||||
|
||||
if (c7 == c5 && c4 != c8 && c6 == c7 && c7 != c2)
|
||||
p00 = 0.5*(C7+C4);
|
||||
else if (c3 == c7 && c8 == c7 && c6 != c4 && c7 != c0)
|
||||
p00 = 0.5*(C7+C4);
|
||||
else
|
||||
p00 = C4;
|
||||
|
||||
// Distributing the final products
|
||||
|
||||
vec3 color = 0.0.xxx;
|
||||
|
||||
if (fp.x < 0.50)
|
||||
{ if (fp.y < 0.50) color = p00; else color = p10;}
|
||||
else
|
||||
{ if (fp.y < 0.50) color = p01; else color = p11;}
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
|
@ -1,17 +1,17 @@
|
|||
shaders = 3
|
||||
|
||||
shader0 = shaders/super-2xsai.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = source
|
||||
scale_x0 = 2.0
|
||||
scale_y0 = 2.0
|
||||
|
||||
shader1 = ../cubic/shaders/bicubic-x.slang
|
||||
filter_linear1 = false
|
||||
scale_type_x1 = viewport
|
||||
scale_type_y1 = source
|
||||
scale1 = 1.0
|
||||
|
||||
shader2 = ../cubic/shaders/bicubic-y.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = viewport
|
||||
shaders = 3
|
||||
|
||||
shader0 = shaders/super-2xsai.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = source
|
||||
scale_x0 = 2.0
|
||||
scale_y0 = 2.0
|
||||
|
||||
shader1 = ../../interpolation/shaders/bicubic-x.slang
|
||||
filter_linear1 = false
|
||||
scale_type_x1 = viewport
|
||||
scale_type_y1 = source
|
||||
scale1 = 1.0
|
||||
|
||||
shader2 = ../../interpolation/shaders/bicubic-y.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = viewport
|
|
@ -1,29 +1,29 @@
|
|||
shaders = 6
|
||||
|
||||
shader0 = ../stock.slang
|
||||
shader0 = ../../stock.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = source
|
||||
scale0 = 1.0
|
||||
alias0 = SMAA_Input
|
||||
|
||||
shader1 = ../anti-aliasing/shaders/smaa/smaa-pass0.slang
|
||||
shader1 = ../../anti-aliasing/shaders/smaa/smaa-pass0.slang
|
||||
filter_linear1 = true
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
|
||||
shader2 = ../anti-aliasing/shaders/smaa/smaa-pass1.slang
|
||||
shader2 = ../../anti-aliasing/shaders/smaa/smaa-pass1.slang
|
||||
filter_linear2 = true
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
|
||||
shader3 = ../anti-aliasing/shaders/smaa/smaa-pass2.slang
|
||||
shader3 = ../../anti-aliasing/shaders/smaa/smaa-pass2.slang
|
||||
filter_linear3 = true
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
|
||||
textures = "areaTex;searchTex"
|
||||
areaTex = ../anti-aliasing/shaders/smaa/AreaTex.png
|
||||
searchTex = ../anti-aliasing/shaders/smaa/SearchTex.png
|
||||
areaTex = ../../anti-aliasing/shaders/smaa/AreaTex.png
|
||||
searchTex = ../../anti-aliasing/shaders/smaa/SearchTex.png
|
||||
|
||||
shader4 = shaders/fsr-pass0.slang
|
||||
filter_linear4 = true
|
|
@ -1,10 +1,10 @@
|
|||
shaders = 3
|
||||
|
||||
shader0 = ../stock.slang
|
||||
shader0 = ../../stock.slang
|
||||
alias0 = hqx_refpass
|
||||
|
||||
shader1 = shaders/hq2x-halphon.slang
|
||||
shader2 = ../stock.slang
|
||||
shader2 = ../../stock.slang
|
||||
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
|
@ -1,6 +1,6 @@
|
|||
shaders = 5
|
||||
|
||||
shader0 = ../stock.slang
|
||||
shader0 = ../../stock.slang
|
||||
alias0 = hqx_refpass
|
||||
shader1 = shaders/pass1.slang
|
||||
shader2 = shaders/hq2x.slang
|
||||
|
@ -13,13 +13,13 @@ filter_linear2 = false
|
|||
scale_type2 = source
|
||||
scale2 = 2.0
|
||||
|
||||
shader3 = ../cubic/shaders/bicubic-x.slang
|
||||
shader3 = ../../interpolation/shaders/bicubic-x.slang
|
||||
filter_linear3 = false
|
||||
scale_type_x3 = viewport
|
||||
scale_type_y3 = source
|
||||
scale3 = 1.0
|
||||
|
||||
shader4 = ../cubic/shaders/bicubic-y.slang
|
||||
shader4 = ../../interpolation/shaders/bicubic-y.slang
|
||||
filter_linear4 = false
|
||||
|
||||
textures = LUT
|
|
@ -1,6 +1,6 @@
|
|||
shaders = 5
|
||||
|
||||
shader0 = ../stock.slang
|
||||
shader0 = ../../stock.slang
|
||||
alias0 = hqx_refpass
|
||||
shader1 = shaders/pass1.slang
|
||||
shader2 = shaders/hq3x.slang
|
||||
|
@ -13,13 +13,13 @@ filter_linear2 = false
|
|||
scale_type2 = source
|
||||
scale2 = 3.0
|
||||
|
||||
shader3 = ../cubic/shaders/b-spline-x.slang
|
||||
shader3 = ../../interpolation/shaders/b-spline-x.slang
|
||||
filter_linear3 = false
|
||||
scale_type_x3 = viewport
|
||||
scale_type_y3 = source
|
||||
scale3 = 1.0
|
||||
|
||||
shader4 = ../cubic/shaders/b-spline-y.slang
|
||||
shader4 = ../../interpolation/shaders/b-spline-y.slang
|
||||
filter_linear4 = false
|
||||
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
shaders = 5
|
||||
|
||||
shader0 = ../stock.slang
|
||||
shader0 = ../../stock.slang
|
||||
alias0 = hqx_refpass
|
||||
shader1 = shaders/pass1.slang
|
||||
shader2 = shaders/hq4x.slang
|
||||
|
@ -13,13 +13,13 @@ filter_linear2 = false
|
|||
scale_type2 = source
|
||||
scale2 = 4.0
|
||||
|
||||
shader3 = ../cubic/shaders/b-spline-x.slang
|
||||
shader3 = ../../interpolation/shaders/b-spline-x.slang
|
||||
filter_linear3 = false
|
||||
scale_type_x3 = viewport
|
||||
scale_type_y3 = source
|
||||
scale3 = 1.0
|
||||
|
||||
shader4 = ../cubic/shaders/b-spline-y.slang
|
||||
shader4 = ../../interpolation/shaders/b-spline-y.slang
|
||||
filter_linear4 = false
|
||||
|
||||
textures = LUT
|
Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 2.7 KiB |
Before Width: | Height: | Size: 4.6 KiB After Width: | Height: | Size: 4.6 KiB |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
|
@ -1,5 +1,5 @@
|
|||
shaders = "5"
|
||||
shader0 = ../denoisers/shaders/fast-bilateral.slang
|
||||
shader0 = ../../denoisers/shaders/fast-bilateral.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = source
|
||||
shader1 = "shaders/nedi-pass0.slang"
|
|
@ -45,14 +45,14 @@ scale_x3 = "1.000000"
|
|||
scale_y1 = "1.000000"
|
||||
scale_y2 = "2.000000"
|
||||
scale_y3 = "1.000000"
|
||||
shader0 = "..\..\denoisers\shaders\fast-bilateral.slang"
|
||||
shader1 = "..\shaders\nedi-pass0.slang"
|
||||
shader2 = "..\shaders\nedi-pass1.slang"
|
||||
shader3 = "..\shaders\nedi-pass2.slang"
|
||||
shader4 = "..\shaders\nedi-jinc.slang"
|
||||
shader5 = "..\..\denoisers\shaders\slow-bilateral.slang"
|
||||
shader6 = "..\..\vhs\shaders\vhs.slang"
|
||||
shader7 = "..\..\sharpen\shaders\adaptive-sharpen.slang"
|
||||
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader1 = "../shaders/nedi-pass0.slang"
|
||||
shader2 = "../shaders/nedi-pass1.slang"
|
||||
shader3 = "../shaders/nedi-pass2.slang"
|
||||
shader4 = "../shaders/nedi-jinc.slang"
|
||||
shader5 = "../../../denoisers/shaders/slow-bilateral.slang"
|
||||
shader6 = "../../../vhs/shaders/vhs.slang"
|
||||
shader7 = "../../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shaders = "8"
|
||||
SIGMA = "10.000000"
|
||||
SIGMA_R = "0.400000"
|
|
@ -38,12 +38,12 @@ scale_x3 = "1.000000"
|
|||
scale_y1 = "1.000000"
|
||||
scale_y2 = "2.000000"
|
||||
scale_y3 = "1.000000"
|
||||
shader0 = "../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader1 = "../shaders/nedi-pass0.slang"
|
||||
shader2 = "../shaders/nedi-pass1.slang"
|
||||
shader3 = "../shaders/nedi-pass2.slang"
|
||||
shader4 = "../shaders/nedi-jinc.slang"
|
||||
shader5 = "../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shader5 = "../../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shaders = "6"
|
||||
SIGMA_R = "0.400000"
|
||||
srgb_framebuffer0 = "false"
|
|
@ -48,14 +48,14 @@ scale_x3 = "1.000000"
|
|||
scale_y1 = "1.000000"
|
||||
scale_y2 = "2.000000"
|
||||
scale_y3 = "1.000000"
|
||||
shader0 = "../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader1 = "../shaders/nedi-pass0.slang"
|
||||
shader2 = "../shaders/nedi-pass1.slang"
|
||||
shader3 = "../shaders/nedi-pass2.slang"
|
||||
shader4 = "../shaders/nedi-jinc.slang"
|
||||
shader5 = "../../misc/shaders/natural-vision.slang"
|
||||
shader6 = "../../vhs/shaders/vhs.slang"
|
||||
shader7 = "../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shader5 = "../../../misc/shaders/natural-vision.slang"
|
||||
shader6 = "../../../vhs/shaders/vhs.slang"
|
||||
shader7 = "../../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shaders = "8"
|
||||
SIGMA_R = "0.400000"
|
||||
smear = "0.500000"
|
|
@ -51,15 +51,15 @@ scale_x3 = "1.000000"
|
|||
scale_y1 = "1.000000"
|
||||
scale_y2 = "2.000000"
|
||||
scale_y3 = "1.000000"
|
||||
shader0 = "../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader1 = "../shaders/nedi-pass0.slang"
|
||||
shader2 = "../shaders/nedi-pass1.slang"
|
||||
shader3 = "../shaders/nedi-pass2.slang"
|
||||
shader4 = "../shaders/nedi-jinc.slang"
|
||||
shader5 = "../../misc/shaders/natural-vision.slang"
|
||||
shader6 = "../../vhs/shaders/vhs.slang"
|
||||
shader7 = "../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shader8 = "../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shader5 = "../../../misc/shaders/natural-vision.slang"
|
||||
shader6 = "../../../vhs/shaders/vhs.slang"
|
||||
shader7 = "../../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shader8 = "../../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shaders = "9"
|
||||
SIGMA_R = "0.400000"
|
||||
smear = "0.500000"
|
|
@ -54,16 +54,16 @@ scale_x3 = "1.000000"
|
|||
scale_y1 = "1.000000"
|
||||
scale_y2 = "2.000000"
|
||||
scale_y3 = "1.000000"
|
||||
shader0 = "../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader1 = "../shaders/nedi-pass0.slang"
|
||||
shader2 = "../shaders/nedi-pass1.slang"
|
||||
shader3 = "../shaders/nedi-pass2.slang"
|
||||
shader4 = "../shaders/nedi-jinc.slang"
|
||||
shader5 = "../../misc/shaders/natural-vision.slang"
|
||||
shader6 = "../../vhs/shaders/vhs.slang"
|
||||
shader7 = "../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shader8 = "../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shader9 = "../../reshade/shaders/vibrance-pass-sh1nra358.slang"
|
||||
shader5 = "../../../misc/shaders/natural-vision.slang"
|
||||
shader6 = "../../../vhs/shaders/vhs.slang"
|
||||
shader7 = "../../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shader8 = "../../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shader9 = "../../../reshade/shaders/vibrance-pass-sh1nra358.slang"
|
||||
shaders = "10"
|
||||
SIGMA_R = "0.400000"
|
||||
smear = "0.500000"
|
|
@ -41,13 +41,13 @@ scale_x3 = "1.000000"
|
|||
scale_y1 = "1.000000"
|
||||
scale_y2 = "2.000000"
|
||||
scale_y3 = "1.000000"
|
||||
shader0 = "../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader1 = "../shaders/nedi-pass0.slang"
|
||||
shader2 = "../shaders/nedi-pass1.slang"
|
||||
shader3 = "../shaders/nedi-pass2.slang"
|
||||
shader4 = "../shaders/nedi-jinc.slang"
|
||||
shader5 = "../../vhs/shaders/vhs.slang"
|
||||
shader6 = "../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shader5 = "../../../vhs/shaders/vhs.slang"
|
||||
shader6 = "../../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shaders = "7"
|
||||
SIGMA_R = "0.200000"
|
||||
smear = "0.500000"
|
|
@ -41,13 +41,13 @@ scale_x3 = "1.000000"
|
|||
scale_y1 = "1.000000"
|
||||
scale_y2 = "2.000000"
|
||||
scale_y3 = "1.000000"
|
||||
shader0 = "../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
|
||||
shader1 = "../shaders/nedi-pass0.slang"
|
||||
shader2 = "../shaders/nedi-pass1.slang"
|
||||
shader3 = "../shaders/nedi-pass2.slang"
|
||||
shader4 = "../shaders/nedi-jinc.slang"
|
||||
shader5 = "../../vhs/shaders/vhs.slang"
|
||||
shader6 = "../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shader5 = "../../../vhs/shaders/vhs.slang"
|
||||
shader6 = "../../../sharpen/shaders/adaptive-sharpen.slang"
|
||||
shaders = "7"
|
||||
SIGMA_R = "0.400000"
|
||||
smear = "0.500000"
|
|
@ -41,6 +41,6 @@ scale_type5 = source
|
|||
scale_x5 = 1.0
|
||||
scale_y5 = 1.0
|
||||
|
||||
shader6 = ../windowed/shaders/jinc2.slang
|
||||
shader6 = ../../interpolation/shaders/jinc2.slang
|
||||
filter_linear6 = false
|
||||
scale_type6 = viewport
|
|
@ -18,6 +18,6 @@ scale_type2 = source
|
|||
scale_x2 = 1.0
|
||||
scale_y2 = 1.0
|
||||
|
||||
shader3 = ../windowed/shaders/jinc2.slang
|
||||
shader3 = ../../interpolation/shaders/jinc2.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = viewport
|
|
@ -62,6 +62,6 @@ scale_type8 = source
|
|||
scale_x8 = 1.0
|
||||
scale_y8 = 1.0
|
||||
|
||||
shader9 = ../windowed/shaders/jinc2.slang
|
||||
shader9 = ../../interpolation/shaders/jinc2.slang
|
||||
filter_linear9 = false
|
||||
scale_type9 = viewport
|
|
@ -62,6 +62,6 @@ scale_type8 = source
|
|||
scale_x8 = 1.0
|
||||
scale_y8 = 1.0
|
||||
|
||||
shader9 = ../windowed/shaders/jinc2.slang
|
||||
shader9 = ../../interpolation/shaders/jinc2.slang
|
||||
filter_linear9 = false
|
||||
scale_type9 = viewport
|
|
@ -36,6 +36,6 @@ scale_type5 = source
|
|||
scale_x5 = 1.0
|
||||
scale_y5 = 1.0
|
||||
|
||||
shader6 = ../windowed/shaders/jinc2.slang
|
||||
shader6 = ../../interpolation/shaders/jinc2.slang
|
||||
filter_linear6 = false
|
||||
scale_type6 = viewport
|
|
@ -54,6 +54,6 @@ scale_type8 = source
|
|||
scale_x8 = 1.0
|
||||
scale_y8 = 1.0
|
||||
|
||||
shader9 = ../windowed/shaders/jinc2.slang
|
||||
shader9 = ../../interpolation/shaders/jinc2.slang
|
||||
filter_linear9 = false
|
||||
scale_type9 = viewport
|
|
@ -36,6 +36,6 @@ scale_type5 = source
|
|||
scale_x5 = 1.0
|
||||
scale_y5 = 1.0
|
||||
|
||||
shader6 = ../windowed/shaders/jinc2.slang
|
||||
shader6 = ../../interpolation/shaders/jinc2.slang
|
||||
filter_linear6 = false
|
||||
scale_type6 = viewport
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue