update scalefx shaders

This commit is contained in:
hunterk 2017-03-02 13:37:31 -06:00
parent 8243af2064
commit 27b36311a1
15 changed files with 1195 additions and 252 deletions

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shaders = 5
shader0 = shaders\scalefx-pass0.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
float_framebuffer0 = true
shader1 = shaders\scalefx-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
float_framebuffer1 = true
shader2 = shaders\scalefx-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = shaders\scalefx-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
shader4 = shaders\scalefx-pass4-hybrid.slang
filter_linear4 = false
scale_type4 = source
scale4 = 3.0
parameters = "SFX_SAA"
SFX_SAA = "0.0"

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shaders = 4
shaders = 5
shader0 = shaders/scalefx-pass0.slang
shader0 = shaders\scalefx-pass0.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
float_framebuffer0 = true
shader1 = shaders/scalefx-pass1.slang
shader1 = shaders\scalefx-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
float_framebuffer1 = true
shader2 = shaders/scalefx-pass2.slang
shader2 = shaders\scalefx-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = shaders/scalefx-pass3.slang
shader3 = shaders\scalefx-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 3.0
scale3 = 1.0
shader4 = shaders\scalefx-pass4.slang
filter_linear4 = false
scale_type4 = source
scale4 = 3.0

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shaders = 8
shader0 = scalefx-pass0.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
alias0 = sfxp0
shader1 = scalefx-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = sfxp1
shader2 = scalefx-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = sfxp2
shader3 = scalefx-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 3.0
alias3 = sfxp3
shader4 = scalefx-pass0.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0
alias4 = sfxp4
shader5 = scalefx-pass1.slang
filter_linear5 = false
scale_type5 = source
scale5 = 1.0
alias5 = sfxp5
shader6 = scalefx-pass2.slang
filter_linear6 = false
scale_type6 = source
scale6 = 1.0
alias6 = sfxp6
shader7 = scalefx-pass7.slang
filter_linear7 = false
scale_type7 = source
scale7 = 3.0
alias7 = sfxp7

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shaders = 4
shader0 = scalefx-pass0.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = scalefx-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
shader2 = scalefx-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = scalefx-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 3.0

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#version 450
/*
ScaleFX - Pass 0
by Sp00kyFox, 2016-03-30
Filter: Nearest
Scale: 1x
ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
originally intended as an improvement upon Scale3x but became a new filter in
its own right.
ScaleFX interpolates edges up to level 6 and makes smooth transitions between
different slopes. The filtered picture will only consist of colours present
in the original.
Pass 0 prepares metric data for the next pass.
Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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.
*/
#pragma name sfxp0
// Reference: http://www.compuphase.com/cmetric.htm
float eq(vec3 A, vec3 B)
{
float r = 0.5 * (A.r + B.r);
vec3 d = A - B;
vec3 c = vec3(2 + r, 4, 3 - r);
return 1 - sqrt(dot(c*d, d)) / 3;
}
layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
};
#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 = MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform sampler2D Source;
#define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
void main()
{
/* grid metric
A B C x y z
E F o w
*/
// read texels
vec3 A = TEX(-1,-1).rgb;
vec3 B = TEX( 0,-1).rgb;
vec3 C = TEX( 1,-1).rgb;
vec3 E = TEX( 0, 0).rgb;
vec3 F = TEX( 1, 0).rgb;
// output
FragColor = vec4(eq(E,A), eq(E,B), eq(E,C), eq(E,F));
}

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#version 450
/*
ScaleFX - Pass 1
by Sp00kyFox, 2016-03-30
Filter: Nearest
Scale: 1x
ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
originally intended as an improvement upon Scale3x but became a new filter in
its own right.
ScaleFX interpolates edges up to level 6 and makes smooth transitions between
different slopes. The filtered picture will only consist of colours present
in the original.
Pass 1 resolves ambiguous configurations of corner candidates at pixel junctions.
Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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.
*/
#pragma name sfxp1
#pragma parameter SFX_CLR "ScaleFX Color Thresh" 0.35 0.0 1.00 0.01
#ifdef PARAMETER_UNIFORM
uniform float SFX_CLR;
#else
#define SFX_CLR 0.35
#endif
const float THR = 1.0 - SFX_CLR;
layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
};
#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 = MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform sampler2D Source;
#define LE(x, y) (1.0 - step(y, x))
#define GE(x, y) (1.0 - step(x, y))
#define LEQ(x, y) step(x, y)
#define GEQ(x, y) step(y, x)
#define NOT(x) (1.0 - (x))
// corner strength
vec4 str(vec4 crn, vec4 ort){
//return (crn > THR) ? max(2.0*crn - (ort + ort.wxyz), 0.0) : 0.0;
return GE(crn, vec4(THR)) * max(2.0*crn - (ort + ort.wxyz), vec4(0.0));
}
// corner dominance at junctions
vec4 dom(vec3 strx, vec3 stry, vec3 strz, vec3 strw){
vec4 res;
res.x = max(2.0*strx.y - (strx.x + strx.z), 0.0);
res.y = max(2.0*stry.y - (stry.x + stry.z), 0.0);
res.z = max(2.0*strz.y - (strz.x + strz.z), 0.0);
res.w = max(2.0*strw.y - (strw.x + strw.z), 0.0);
return res;
}
// necessary but not sufficient junction condition for orthogonal edges
float clear(vec2 crn, vec4 ort){
//return all(crn.xyxy <= THR || crn.xyxy <= ort || crn.xyxy <= ort.wxyz);
vec4 res = LEQ(crn.xyxy, vec4(THR)) + LEQ(crn.xyxy, ort) + LEQ(crn.xyxy, ort.wxyz);
return min(res.x * res.y * res.z * res.w, 1.0);
}
void main()
{
/* grid metric pattern
M A B C P x y z x y
N D E F Q o w w z
O G H I R
J K L
*/
#define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
// metric data
vec4 A = TEX(-1,-1), B = TEX( 0,-1), C = TEX( 1,-1);
vec4 D = TEX(-1, 0), E = TEX( 0, 0), F = TEX( 1, 0);
vec4 G = TEX(-1, 1), H = TEX( 0, 1), I = TEX( 1, 1);
vec4 J = TEX(-1, 2), K = TEX( 0, 2), L = TEX( 1, 2);
vec4 M = TEX(-2,-1), N = TEX(-2, 0), O = TEX(-2, 1);
vec4 P = TEX( 2,-1), Q = TEX( 2, 0), R = TEX( 2, 1);
// corner strength
vec4 As = str(vec4(M.z, B.x, D.zx), vec4(A.yw, D.y, M.w));
vec4 Bs = str(vec4(A.z, C.x, E.zx), vec4(B.yw, E.y, A.w));
vec4 Cs = str(vec4(B.z, P.x, F.zx), vec4(C.yw, F.y, B.w));
vec4 Ds = str(vec4(N.z, E.x, G.zx), vec4(D.yw, G.y, N.w));
vec4 Es = str(vec4(D.z, F.x, H.zx), vec4(E.yw, H.y, D.w));
vec4 Fs = str(vec4(E.z, Q.x, I.zx), vec4(F.yw, I.y, E.w));
vec4 Gs = str(vec4(O.z, H.x, J.zx), vec4(G.yw, J.y, O.w));
vec4 Hs = str(vec4(G.z, I.x, K.zx), vec4(H.yw, K.y, G.w));
vec4 Is = str(vec4(H.z, R.x, L.zx), vec4(I.yw, L.y, H.w));
// strength & dominance junctions
vec4 jSx = vec4(As.z, Bs.w, Es.x, Ds.y), jDx = dom(As.yzw, Bs.zwx, Es.wxy, Ds.xyz);
vec4 jSy = vec4(Bs.z, Cs.w, Fs.x, Es.y), jDy = dom(Bs.yzw, Cs.zwx, Fs.wxy, Es.xyz);
vec4 jSz = vec4(Es.z, Fs.w, Is.x, Hs.y), jDz = dom(Es.yzw, Fs.zwx, Is.wxy, Hs.xyz);
vec4 jSw = vec4(Ds.z, Es.w, Hs.x, Gs.y), jDw = dom(Ds.yzw, Es.zwx, Hs.wxy, Gs.xyz);
// majority vote for ambiguous dominance junctions
//bvec4 jx = jDx != 0.0 && jDx + jDx.zwxy > jDx.yzwx + jDx.wxyz;
//bvec4 jy = jDy != 0.0 && jDy + jDy.zwxy > jDy.yzwx + jDy.wxyz;
//bvec4 jz = jDz != 0.0 && jDz + jDz.zwxy > jDz.yzwx + jDz.wxyz;
//bvec4 jw = jDw != 0.0 && jDw + jDw.zwxy > jDw.yzwx + jDw.wxyz;
vec4 jx = GE(jDx, vec4(0.0)) * GE(jDx + jDx.zwxy, jDx.yzwx + jDx.wxyz);
vec4 jy = GE(jDy, vec4(0.0)) * GE(jDy + jDy.zwxy, jDy.yzwx + jDy.wxyz);
vec4 jz = GE(jDz, vec4(0.0)) * GE(jDz + jDz.zwxy, jDz.yzwx + jDz.wxyz);
vec4 jw = GE(jDw, vec4(0.0)) * GE(jDw + jDw.zwxy, jDw.yzwx + jDw.wxyz);
// inject strength without creating new contradictions
//bvec4 res;
//res.x = jx.z || !(jx.y || jx.w) && (jSx.z != 0.0 && (jx.x || jSx.x + jSx.z > jSx.y + jSx.w));
//res.y = jy.w || !(jy.z || jy.x) && (jSy.w != 0.0 && (jy.y || jSy.y + jSy.w > jSy.x + jSy.z));
//res.z = jz.x || !(jz.w || jz.y) && (jSz.x != 0.0 && (jz.z || jSz.x + jSz.z > jSz.y + jSz.w));
//res.w = jw.y || !(jw.x || jw.z) && (jSw.y != 0.0 && (jw.w || jSw.y + jSw.w > jSw.x + jSw.z));
vec4 res;
res.x = min(jx.z + (NOT(jx.y) * NOT(jx.w)) * (GE(jSx.z, 0.0) * (jx.x + GE(jSx.x + jSx.z, jSx.y + jSx.w))), 1.0);
res.y = min(jy.w + (NOT(jy.z) * NOT(jy.x)) * (GE(jSy.w, 0.0) * (jy.y + GE(jSy.y + jSy.w, jSy.x + jSy.z))), 1.0);
res.z = min(jz.x + (NOT(jz.w) * NOT(jz.y)) * (GE(jSz.x, 0.0) * (jz.z + GE(jSz.x + jSz.z, jSz.y + jSz.w))), 1.0);
res.w = min(jw.y + (NOT(jw.x) * NOT(jw.z)) * (GE(jSw.y, 0.0) * (jw.w + GE(jSw.y + jSw.w, jSw.x + jSw.z))), 1.0);
// single pixel & end of line detection
//res = res && (bvec4(jx.z, jy.w, jz.x, jw.y) || !(res.wxyz && res.yzwx));
res = min(res * (vec4(jx.z, jy.w, jz.x, jw.y) + NOT(res.wxyz * res.yzwx)), vec4(1.0));
// output
vec4 clr;
clr.x = clear(vec2(D.z, E.x), vec4(A.w, E.y, D.wy));
clr.y = clear(vec2(E.z, F.x), vec4(B.w, F.y, E.wy));
clr.z = clear(vec2(H.z, I.x), vec4(E.w, I.y, H.wy));
clr.w = clear(vec2(G.z, H.x), vec4(D.w, H.y, G.wy));
vec4 low = max(vec4(E.yw, H.y, D.w), vec4(THR));
vec4 hori = vec4(low.x < max(D.w, A.w), low.x < max(E.w, B.w), low.z < max(E.w, H.w), low.z < max(D.w, G.w)) * clr; // horizontal edges
vec4 vert = vec4(low.w < max(E.y, D.y), low.y < max(E.y, F.y), low.y < max(H.y, I.y), low.w < max(H.y, G.y)) * clr; // vertical edges
vec4 or = vec4(A.w < D.y, B.w <= F.y, H.w < I.y, G.w <= G.y); // orientation
FragColor = (res + 2.0 * hori + 4.0 * vert + 8.0 * or) / 15.0;
}

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#version 450
/*
ScaleFX - Pass 2
by Sp00kyFox, 2016-03-30
Filter: Nearest
Scale: 1x
ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
originally intended as an improvement upon Scale3x but became a new filter in
its own right.
ScaleFX interpolates edges up to level 6 and makes smooth transitions between
different slopes. The filtered picture will only consist of colours present
in the original.
Pass 2 determines which edge level is present and prepares tags for subpixel
output in the final pass.
Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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.
*/
#pragma name sfxp2
layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
};
#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 = MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform sampler2D Source;
// extract first bool4 from float4 - corners
bvec4 loadCorn(vec4 x){
return bvec4(floor(mod(x*15 + 0.5, 2.0)));
}
// extract second bool4 from float4 - horizontal edges
bvec4 loadHori(vec4 x){
return bvec4(floor(mod(x*7.5 + 0.25, 2.0)));
}
// extract third bool4 from float4 - vertical edges
bvec4 loadVert(vec4 x){
return bvec4(floor(mod(x*3.75 + 0.125, 2.0)));
}
// extract fourth bool4 from float4 - orientation
bvec4 loadOr(vec4 x){
return bvec4(floor(mod(x*1.875 + 0.0625, 2.0)));
}
void main()
{
/* grid corners mids
B x y x
D E F w y
H w z z
*/
#define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
// read data
vec4 E = TEX( 0, 0);
vec4 D = TEX(-1, 0), D0 = TEX(-2, 0), D1 = TEX(-3, 0);
vec4 F = TEX( 1, 0), F0 = TEX( 2, 0), F1 = TEX( 3, 0);
vec4 B = TEX( 0,-1), B0 = TEX( 0,-2), B1 = TEX( 0,-3);
vec4 H = TEX( 0, 1), H0 = TEX( 0, 2), H1 = TEX( 0, 3);
// extract data
bvec4 Ec = loadCorn(E), Eh = loadHori(E), Ev = loadVert(E), Eo = loadOr(E);
bvec4 Dc = loadCorn(D), Dh = loadHori(D), Do = loadOr(D), D0c = loadCorn(D0), D0h = loadHori(D0), D1h = loadHori(D1);
bvec4 Fc = loadCorn(F), Fh = loadHori(F), Fo = loadOr(F), F0c = loadCorn(F0), F0h = loadHori(F0), F1h = loadHori(F1);
bvec4 Bc = loadCorn(B), Bv = loadVert(B), Bo = loadOr(B), B0c = loadCorn(B0), B0v = loadVert(B0), B1v = loadVert(B1);
bvec4 Hc = loadCorn(H), Hv = loadVert(H), Ho = loadOr(H), H0c = loadCorn(H0), H0v = loadVert(H0), H1v = loadVert(H1);
// lvl2 mid (left, right / up, down)
bvec2 lvl2x = bvec2((Ec.x && Eh.y) && Dc.z, (Ec.y && Eh.x) && Fc.w);
bvec2 lvl2y = bvec2((Ec.y && Ev.z) && Bc.w, (Ec.z && Ev.y) && Hc.x);
bvec2 lvl2z = bvec2((Ec.w && Eh.z) && Dc.y, (Ec.z && Eh.w) && Fc.x);
bvec2 lvl2w = bvec2((Ec.x && Ev.w) && Bc.z, (Ec.w && Ev.x) && Hc.y);
// lvl3 corners (hori, vert)
bvec2 lvl3x = bvec2(lvl2x.y && (Dh.y && Dh.x) && Fh.z, lvl2w.y && (Bv.w && Bv.x) && Hv.z);
bvec2 lvl3y = bvec2(lvl2x.x && (Fh.x && Fh.y) && Dh.w, lvl2y.y && (Bv.z && Bv.y) && Hv.w);
bvec2 lvl3z = bvec2(lvl2z.x && (Fh.w && Fh.z) && Dh.x, lvl2y.x && (Hv.y && Hv.z) && Bv.x);
bvec2 lvl3w = bvec2(lvl2z.y && (Dh.z && Dh.w) && Fh.y, lvl2w.x && (Hv.x && Hv.w) && Bv.y);
// lvl4 corners (hori, vert)
bvec2 lvl4x = bvec2((Dc.x && Dh.y && Eh.x && Eh.y && Fh.x && Fh.y) && (D0c.z && D0h.w), (Bc.x && Bv.w && Ev.x && Ev.w && Hv.x && Hv.w) && (B0c.z && B0v.y));
bvec2 lvl4y = bvec2((Fc.y && Fh.x && Eh.y && Eh.x && Dh.y && Dh.x) && (F0c.w && F0h.z), (Bc.y && Bv.z && Ev.y && Ev.z && Hv.y && Hv.z) && (B0c.w && B0v.x));
bvec2 lvl4z = bvec2((Fc.z && Fh.w && Eh.z && Eh.w && Dh.z && Dh.w) && (F0c.x && F0h.y), (Hc.z && Hv.y && Ev.z && Ev.y && Bv.z && Bv.y) && (H0c.x && H0v.w));
bvec2 lvl4w = bvec2((Dc.w && Dh.z && Eh.w && Eh.z && Fh.w && Fh.z) && (D0c.y && D0h.x), (Hc.w && Hv.x && Ev.w && Ev.x && Bv.w && Bv.x) && (H0c.y && H0v.z));
// lvl5 mid (left, right / up, down)
bvec2 lvl5x = bvec2(lvl4x.x && (F0h.x && F0h.y) && (D1h.z && D1h.w), lvl4y.x && (D0h.y && D0h.x) && (F1h.w && F1h.z));
bvec2 lvl5y = bvec2(lvl4y.y && (H0v.y && H0v.z) && (B1v.w && B1v.x), lvl4z.y && (B0v.z && B0v.y) && (H1v.x && H1v.w));
bvec2 lvl5z = bvec2(lvl4w.x && (F0h.w && F0h.z) && (D1h.y && D1h.x), lvl4z.x && (D0h.z && D0h.w) && (F1h.x && F1h.y));
bvec2 lvl5w = bvec2(lvl4x.y && (H0v.x && H0v.w) && (B1v.z && B1v.y), lvl4w.y && (B0v.w && B0v.x) && (H1v.y && H1v.z));
// lvl6 corners (hori, vert)
bvec2 lvl6x = bvec2(lvl5x.y && (D1h.y && D1h.x), lvl5w.y && (B1v.w && B1v.x));
bvec2 lvl6y = bvec2(lvl5x.x && (F1h.x && F1h.y), lvl5y.y && (B1v.z && B1v.y));
bvec2 lvl6z = bvec2(lvl5z.x && (F1h.w && F1h.z), lvl5y.x && (H1v.y && H1v.z));
bvec2 lvl6w = bvec2(lvl5z.y && (D1h.z && D1h.w), lvl5w.x && (H1v.x && H1v.w));
// subpixels - 0 = E, 1 = D, 2 = D0, 3 = F, 4 = F0, 5 = B, 6 = B0, 7 = H, 8 = H0
vec4 crn;
crn.x = (Ec.x && Eo.x || lvl3x.x && Eo.y || lvl4x.x && Do.x || lvl6x.x && Fo.y) ? 5 : (Ec.x || lvl3x.y && !Eo.w || lvl4x.y && !Bo.x || lvl6x.y && !Ho.w) ? 1 : lvl3x.x ? 3 : lvl3x.y ? 7 : lvl4x.x ? 2 : lvl4x.y ? 6 : lvl6x.x ? 4 : lvl6x.y ? 8 : 0;
crn.y = (Ec.y && Eo.y || lvl3y.x && Eo.x || lvl4y.x && Fo.y || lvl6y.x && Do.x) ? 5 : (Ec.y || lvl3y.y && !Eo.z || lvl4y.y && !Bo.y || lvl6y.y && !Ho.z) ? 3 : lvl3y.x ? 1 : lvl3y.y ? 7 : lvl4y.x ? 4 : lvl4y.y ? 6 : lvl6y.x ? 2 : lvl6y.y ? 8 : 0;
crn.z = (Ec.z && Eo.z || lvl3z.x && Eo.w || lvl4z.x && Fo.z || lvl6z.x && Do.w) ? 7 : (Ec.z || lvl3z.y && !Eo.y || lvl4z.y && !Ho.z || lvl6z.y && !Bo.y) ? 3 : lvl3z.x ? 1 : lvl3z.y ? 5 : lvl4z.x ? 4 : lvl4z.y ? 8 : lvl6z.x ? 2 : lvl6z.y ? 6 : 0;
crn.w = (Ec.w && Eo.w || lvl3w.x && Eo.z || lvl4w.x && Do.w || lvl6w.x && Fo.z) ? 7 : (Ec.w || lvl3w.y && !Eo.x || lvl4w.y && !Ho.w || lvl6w.y && !Bo.x) ? 1 : lvl3w.x ? 3 : lvl3w.y ? 5 : lvl4w.x ? 2 : lvl4w.y ? 8 : lvl6w.x ? 4 : lvl6w.y ? 6 : 0;
vec4 mid;
mid.x = (lvl2x.x && Eo.x || lvl2x.y && Eo.y || lvl5x.x && Do.x || lvl5x.y && Fo.y) ? 5 : lvl2x.x ? 1 : lvl2x.y ? 3 : lvl5x.x ? 2 : lvl5x.y ? 4 : (Ec.x && Dc.z && Ec.y && Fc.w) ? ( Eo.x ? Eo.y ? 5 : 3 : 1) : 0;
mid.y = (lvl2y.x && !Eo.y || lvl2y.y && !Eo.z || lvl5y.x && !Bo.y || lvl5y.y && !Ho.z) ? 3 : lvl2y.x ? 5 : lvl2y.y ? 7 : lvl5y.x ? 6 : lvl5y.y ? 8 : (Ec.y && Bc.w && Ec.z && Hc.x) ? (!Eo.y ? !Eo.z ? 3 : 7 : 5) : 0;
mid.z = (lvl2z.x && Eo.w || lvl2z.y && Eo.z || lvl5z.x && Do.w || lvl5z.y && Fo.z) ? 7 : lvl2z.x ? 1 : lvl2z.y ? 3 : lvl5z.x ? 2 : lvl5z.y ? 4 : (Ec.z && Fc.x && Ec.w && Dc.y) ? ( Eo.z ? Eo.w ? 7 : 1 : 3) : 0;
mid.w = (lvl2w.x && !Eo.x || lvl2w.y && !Eo.w || lvl5w.x && !Bo.x || lvl5w.y && !Ho.w) ? 1 : lvl2w.x ? 5 : lvl2w.y ? 7 : lvl5w.x ? 6 : lvl5w.y ? 8 : (Ec.w && Hc.y && Ec.x && Bc.z) ? (!Eo.w ? !Eo.x ? 1 : 5 : 7) : 0;
// ouput
FragColor = (crn + 9 * mid) / 80;
}

View file

@ -0,0 +1,114 @@
#version 450
/*
ScaleFX - Pass 3
by Sp00kyFox, 2016-03-30
Filter: Nearest
Scale: 3x
ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
originally intended as an improvement upon Scale3x but became a new filter in
its own right.
ScaleFX interpolates edges up to level 6 and makes smooth transitions between
different slopes. The filtered picture will only consist of colours present
in the original.
Pass 3 outputs subpixels based on previously calculated tags.
Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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.
*/
#pragma name sfxp3
layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
};
#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 = MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform sampler2D Source;
layout(binding = 2) uniform sampler2D Original;
// extract corners
vec4 loadCrn(vec4 x){
return floor(mod(x*80.0 + 0.5, 9.0));
}
// extract mids
vec4 loadMid(vec4 x){
return floor(mod(x*8.888888 + 0.055555, 9.0));
}
void main()
{
/* grid corners mids
B x y x
D E F w y
H w z z
*/
// read data
vec4 E = texture(Source, vTexCoord);
// extract data
vec4 crn = loadCrn(E);
vec4 mid = loadMid(E);
// determine subpixel
vec2 fp = floor(3.0 * fract(vTexCoord*SourceSize.xy));
float sp = fp.y == 0 ? (fp.x == 0 ? crn.x : fp.x == 1 ? mid.x : crn.y) : (fp.y == 1 ? (fp.x == 0 ? mid.w : fp.x == 1 ? 0 : mid.y) : (fp.x == 0 ? crn.w : fp.x == 1 ? mid.z : crn.z));
// output coordinate - 0 = E, 1 = D, 2 = D0, 3 = F, 4 = F0, 5 = B, 6 = B0, 7 = H, 8 = H0
vec2 res = sp == 0 ? vec2(0,0) : sp == 1 ? vec2(-1,0) : sp == 2 ? vec2(-2,0) : sp == 3 ? vec2(1,0) : sp == 4 ? vec2(2,0) : sp == 5 ? vec2(0,-1) : sp == 6 ? vec2(0,-2) : sp == 7 ? vec2(0,1) : vec2(0,2);
// ouput
FragColor = texture(Original, vTexCoord + 1/SourceSize.xy * res);
}

View file

@ -2,7 +2,7 @@
/*
ScaleFX - Pass 0
by Sp00kyFox, 2016-03-30
by Sp00kyFox, 2017-03-01
Filter: Nearest
Scale: 1x
@ -41,25 +41,15 @@ THE SOFTWARE.
*/
#pragma name sfxp0
// Reference: http://www.compuphase.com/cmetric.htm
float eq(vec3 A, vec3 B)
layout(push_constant) uniform Push
{
float r = 0.5 * (A.r + B.r);
vec3 d = A - B;
vec3 c = vec3(2 + r, 4, 3 - r);
return 1 - sqrt(dot(c*d, d)) / 3;
}
vec4 SourceSize;
} params;
layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
};
} global;
#pragma stage vertex
@ -69,7 +59,7 @@ layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = MVP * Position;
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
@ -80,7 +70,16 @@ layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform sampler2D Source;
#define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
// Reference: http://www.compuphase.com/cmetric.htm
float dist(vec3 A, vec3 B)
{
float r = 0.5 * (A.r + B.r);
vec3 d = A - B;
vec3 c = vec3(2 + r, 4, 3 - r);
return sqrt(dot(c*d, d)) / 3;
}
void main()
{
@ -92,13 +91,15 @@ void main()
*/
#define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y)).rgb
// read texels
vec3 A = TEX(-1,-1).rgb;
vec3 B = TEX( 0,-1).rgb;
vec3 C = TEX( 1,-1).rgb;
vec3 E = TEX( 0, 0).rgb;
vec3 F = TEX( 1, 0).rgb;
vec3 A = TEX(-1,-1);
vec3 B = TEX( 0,-1);
vec3 C = TEX( 1,-1);
vec3 E = TEX( 0, 0);
vec3 F = TEX( 1, 0);
// output
FragColor = vec4(eq(E,A), eq(E,B), eq(E,C), eq(E,F));
FragColor = vec4(dist(E,A), dist(E,B), dist(E,C), dist(E,F));
}

View file

@ -2,7 +2,7 @@
/*
ScaleFX - Pass 1
by Sp00kyFox, 2016-03-30
by Sp00kyFox, 2017-03-01
Filter: Nearest
Scale: 1x
@ -14,7 +14,7 @@ ScaleFX interpolates edges up to level 6 and makes smooth transitions between
different slopes. The filtered picture will only consist of colours present
in the original.
Pass 1 resolves ambiguous configurations of corner candidates at pixel junctions.
Pass 1 calculates the strength of interpolation candidates.
@ -41,23 +41,22 @@ THE SOFTWARE.
*/
#pragma name sfxp1
#pragma parameter SFX_CLR "ScaleFX Color Thresh" 0.35 0.0 1.00 0.01
layout(push_constant) uniform Push
{
vec4 SourceSize;
float SFX_CLR;
float SFX_SAA;
} params;
#ifdef PARAMETER_UNIFORM
uniform float SFX_CLR;
#else
#define SFX_CLR 0.35
#endif
const float THR = 1.0 - SFX_CLR;
#pragma parameter SFX_CLR "ScaleFX Threshold" 0.50 0.01 1.00 0.01
#pragma parameter SFX_SAA "ScaleFX Filter AA" 1.00 0.00 1.00 1.00
layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
};
} global;
#pragma stage vertex
@ -67,7 +66,7 @@ layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = MVP * Position;
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
@ -78,34 +77,12 @@ layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform sampler2D Source;
#define LE(x, y) (1.0 - step(y, x))
#define GE(x, y) (1.0 - step(x, y))
#define LEQ(x, y) step(x, y)
#define GEQ(x, y) step(y, x)
#define NOT(x) (1.0 - (x))
// corner strength
vec4 str(vec4 crn, vec4 ort){
//return (crn > THR) ? max(2.0*crn - (ort + ort.wxyz), 0.0) : 0.0;
return GE(crn, vec4(THR)) * max(2.0*crn - (ort + ort.wxyz), vec4(0.0));
}
// corner dominance at junctions
vec4 dom(vec3 strx, vec3 stry, vec3 strz, vec3 strw){
vec4 res;
res.x = max(2.0*strx.y - (strx.x + strx.z), 0.0);
res.y = max(2.0*stry.y - (stry.x + stry.z), 0.0);
res.z = max(2.0*strz.y - (strz.x + strz.z), 0.0);
res.w = max(2.0*strw.y - (strw.x + strw.z), 0.0);
return res;
}
// necessary but not sufficient junction condition for orthogonal edges
float clear(vec2 crn, vec4 ort){
//return all(crn.xyxy <= THR || crn.xyxy <= ort || crn.xyxy <= ort.wxyz);
vec4 res = LEQ(crn.xyxy, vec4(THR)) + LEQ(crn.xyxy, ort) + LEQ(crn.xyxy, ort.wxyz);
return min(res.x * res.y * res.z * res.w, 1.0);
float str(float d, vec2 a, vec2 b){
float diff = a.x - a.y;
float wght1 = max(params.SFX_CLR - d, 0) / params.SFX_CLR;
float wght2 = clamp((1-d) + (min(a.x, b.x) + a.x > min(a.y, b.y) + a.y ? diff : -diff), 0, 1);
return (params.SFX_SAA == 1 || 2*d < a.x + a.y) ? (wght1 * wght2) * (a.x * a.y) : 0;
}
@ -114,86 +91,25 @@ void main()
/* grid metric pattern
M A B C P x y z x y
N D E F Q o w w z
O G H I R
J K L
A B x y z x y
D E F o w w z
G H I
*/
#define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
// metric data
vec4 A = TEX(-1,-1), B = TEX( 0,-1), C = TEX( 1,-1);
vec4 A = TEX(-1,-1), B = TEX( 0,-1);
vec4 D = TEX(-1, 0), E = TEX( 0, 0), F = TEX( 1, 0);
vec4 G = TEX(-1, 1), H = TEX( 0, 1), I = TEX( 1, 1);
vec4 J = TEX(-1, 2), K = TEX( 0, 2), L = TEX( 1, 2);
vec4 M = TEX(-2,-1), N = TEX(-2, 0), O = TEX(-2, 1);
vec4 P = TEX( 2,-1), Q = TEX( 2, 0), R = TEX( 2, 1);
// corner strength
vec4 As = str(vec4(M.z, B.x, D.zx), vec4(A.yw, D.y, M.w));
vec4 Bs = str(vec4(A.z, C.x, E.zx), vec4(B.yw, E.y, A.w));
vec4 Cs = str(vec4(B.z, P.x, F.zx), vec4(C.yw, F.y, B.w));
vec4 Ds = str(vec4(N.z, E.x, G.zx), vec4(D.yw, G.y, N.w));
vec4 Es = str(vec4(D.z, F.x, H.zx), vec4(E.yw, H.y, D.w));
vec4 Fs = str(vec4(E.z, Q.x, I.zx), vec4(F.yw, I.y, E.w));
vec4 Gs = str(vec4(O.z, H.x, J.zx), vec4(G.yw, J.y, O.w));
vec4 Hs = str(vec4(G.z, I.x, K.zx), vec4(H.yw, K.y, G.w));
vec4 Is = str(vec4(H.z, R.x, L.zx), vec4(I.yw, L.y, H.w));
// strength & dominance junctions
vec4 jSx = vec4(As.z, Bs.w, Es.x, Ds.y), jDx = dom(As.yzw, Bs.zwx, Es.wxy, Ds.xyz);
vec4 jSy = vec4(Bs.z, Cs.w, Fs.x, Es.y), jDy = dom(Bs.yzw, Cs.zwx, Fs.wxy, Es.xyz);
vec4 jSz = vec4(Es.z, Fs.w, Is.x, Hs.y), jDz = dom(Es.yzw, Fs.zwx, Is.wxy, Hs.xyz);
vec4 jSw = vec4(Ds.z, Es.w, Hs.x, Gs.y), jDw = dom(Ds.yzw, Es.zwx, Hs.wxy, Gs.xyz);
// majority vote for ambiguous dominance junctions
//bvec4 jx = jDx != 0.0 && jDx + jDx.zwxy > jDx.yzwx + jDx.wxyz;
//bvec4 jy = jDy != 0.0 && jDy + jDy.zwxy > jDy.yzwx + jDy.wxyz;
//bvec4 jz = jDz != 0.0 && jDz + jDz.zwxy > jDz.yzwx + jDz.wxyz;
//bvec4 jw = jDw != 0.0 && jDw + jDw.zwxy > jDw.yzwx + jDw.wxyz;
vec4 jx = GE(jDx, vec4(0.0)) * GE(jDx + jDx.zwxy, jDx.yzwx + jDx.wxyz);
vec4 jy = GE(jDy, vec4(0.0)) * GE(jDy + jDy.zwxy, jDy.yzwx + jDy.wxyz);
vec4 jz = GE(jDz, vec4(0.0)) * GE(jDz + jDz.zwxy, jDz.yzwx + jDz.wxyz);
vec4 jw = GE(jDw, vec4(0.0)) * GE(jDw + jDw.zwxy, jDw.yzwx + jDw.wxyz);
// inject strength without creating new contradictions
//bvec4 res;
//res.x = jx.z || !(jx.y || jx.w) && (jSx.z != 0.0 && (jx.x || jSx.x + jSx.z > jSx.y + jSx.w));
//res.y = jy.w || !(jy.z || jy.x) && (jSy.w != 0.0 && (jy.y || jSy.y + jSy.w > jSy.x + jSy.z));
//res.z = jz.x || !(jz.w || jz.y) && (jSz.x != 0.0 && (jz.z || jSz.x + jSz.z > jSz.y + jSz.w));
//res.w = jw.y || !(jw.x || jw.z) && (jSw.y != 0.0 && (jw.w || jSw.y + jSw.w > jSw.x + jSw.z));
vec4 res;
res.x = min(jx.z + (NOT(jx.y) * NOT(jx.w)) * (GE(jSx.z, 0.0) * (jx.x + GE(jSx.x + jSx.z, jSx.y + jSx.w))), 1.0);
res.y = min(jy.w + (NOT(jy.z) * NOT(jy.x)) * (GE(jSy.w, 0.0) * (jy.y + GE(jSy.y + jSy.w, jSy.x + jSy.z))), 1.0);
res.z = min(jz.x + (NOT(jz.w) * NOT(jz.y)) * (GE(jSz.x, 0.0) * (jz.z + GE(jSz.x + jSz.z, jSz.y + jSz.w))), 1.0);
res.w = min(jw.y + (NOT(jw.x) * NOT(jw.z)) * (GE(jSw.y, 0.0) * (jw.w + GE(jSw.y + jSw.w, jSw.x + jSw.z))), 1.0);
// single pixel & end of line detection
//res = res && (bvec4(jx.z, jy.w, jz.x, jw.y) || !(res.wxyz && res.yzwx));
res = min(res * (vec4(jx.z, jy.w, jz.x, jw.y) + NOT(res.wxyz * res.yzwx)), vec4(1.0));
// output
vec4 clr;
clr.x = clear(vec2(D.z, E.x), vec4(A.w, E.y, D.wy));
clr.y = clear(vec2(E.z, F.x), vec4(B.w, F.y, E.wy));
clr.z = clear(vec2(H.z, I.x), vec4(E.w, I.y, H.wy));
clr.w = clear(vec2(G.z, H.x), vec4(D.w, H.y, G.wy));
vec4 low = max(vec4(E.yw, H.y, D.w), vec4(THR));
vec4 hori = vec4(low.x < max(D.w, A.w), low.x < max(E.w, B.w), low.z < max(E.w, H.w), low.z < max(D.w, G.w)) * clr; // horizontal edges
vec4 vert = vec4(low.w < max(E.y, D.y), low.y < max(E.y, F.y), low.y < max(H.y, I.y), low.w < max(H.y, G.y)) * clr; // vertical edges
vec4 or = vec4(A.w < D.y, B.w <= F.y, H.w < I.y, G.w <= G.y); // orientation
FragColor = (res + 2.0 * hori + 4.0 * vert + 8.0 * or) / 15.0;
res.x = str(D.z, vec2(D.w, E.y), vec2(A.w, D.y));
res.y = str(F.x, vec2(E.w, E.y), vec2(B.w, F.y));
res.z = str(H.z, vec2(E.w, H.y), vec2(H.w, I.y));
res.w = str(H.x, vec2(D.w, H.y), vec2(G.w, G.y));
FragColor = res;
}

View file

@ -2,7 +2,7 @@
/*
ScaleFX - Pass 2
by Sp00kyFox, 2016-03-30
by Sp00kyFox, 2017-03-01
Filter: Nearest
Scale: 1x
@ -14,8 +14,7 @@ ScaleFX interpolates edges up to level 6 and makes smooth transitions between
different slopes. The filtered picture will only consist of colours present
in the original.
Pass 2 determines which edge level is present and prepares tags for subpixel
output in the final pass.
Pass 2 resolves ambiguous configurations of corner candidates at pixel junctions.
@ -42,14 +41,15 @@ THE SOFTWARE.
*/
#pragma name sfxp2
layout(push_constant) uniform Push
{
vec4 SourceSize;
} params;
layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
};
} global;
#pragma stage vertex
@ -59,7 +59,7 @@ layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = MVP * Position;
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
@ -68,104 +68,92 @@ void main()
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform sampler2D Source;
layout(binding = 2) uniform sampler2D PassOutput0;
// extract first bool4 from float4 - corners
bvec4 loadCorn(vec4 x){
return bvec4(floor(mod(x*15 + 0.5, 2.0)));
#define LE(x, y) (1 - step(y, x))
#define GE(x, y) (1 - step(x, y))
#define LEQ(x, y) step(x, y)
#define GEQ(x, y) step(y, x)
#define NOT(x) (1 - (x))
// corner dominance at junctions
vec4 dom(vec3 x, vec3 y, vec3 z, vec3 w){
return 2 * vec4(x.y, y.y, z.y, w.y) - (vec4(x.x, y.x, z.x, w.x) + vec4(x.z, y.z, z.z, w.z));
}
// extract second bool4 from float4 - horizontal edges
bvec4 loadHori(vec4 x){
return bvec4(floor(mod(x*7.5 + 0.25, 2.0)));
// necessary but not sufficient junction condition for orthogonal edges
float clear(vec2 crn, vec2 a, vec2 b){
return (crn.x >= max(min(a.x, a.y), min(b.x, b.y))) && (crn.y >= max(min(a.x, b.y), min(b.x, a.y))) ? 1 : 0;
}
// extract third bool4 from float4 - vertical edges
bvec4 loadVert(vec4 x){
return bvec4(floor(mod(x*3.75 + 0.125, 2.0)));
}
// extract fourth bool4 from float4 - orientation
bvec4 loadOr(vec4 x){
return bvec4(floor(mod(x*1.875 + 0.0625, 2.0)));
}
void main()
{
/* grid corners mids
/* grid metric pattern
B x y x
D E F w y
H w z z
A B C x y z x y
D E F o w w z
G H I
*/
#define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
// read data
vec4 E = TEX( 0, 0);
vec4 D = TEX(-1, 0), D0 = TEX(-2, 0), D1 = TEX(-3, 0);
vec4 F = TEX( 1, 0), F0 = TEX( 2, 0), F1 = TEX( 3, 0);
vec4 B = TEX( 0,-1), B0 = TEX( 0,-2), B1 = TEX( 0,-3);
vec4 H = TEX( 0, 1), H0 = TEX( 0, 2), H1 = TEX( 0, 3);
// extract data
bvec4 Ec = loadCorn(E), Eh = loadHori(E), Ev = loadVert(E), Eo = loadOr(E);
bvec4 Dc = loadCorn(D), Dh = loadHori(D), Do = loadOr(D), D0c = loadCorn(D0), D0h = loadHori(D0), D1h = loadHori(D1);
bvec4 Fc = loadCorn(F), Fh = loadHori(F), Fo = loadOr(F), F0c = loadCorn(F0), F0h = loadHori(F0), F1h = loadHori(F1);
bvec4 Bc = loadCorn(B), Bv = loadVert(B), Bo = loadOr(B), B0c = loadCorn(B0), B0v = loadVert(B0), B1v = loadVert(B1);
bvec4 Hc = loadCorn(H), Hv = loadVert(H), Ho = loadOr(H), H0c = loadCorn(H0), H0v = loadVert(H0), H1v = loadVert(H1);
#define TEXm(x, y) textureOffset(PassOutput0, vTexCoord, ivec2(x, y))
#define TEXs(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
// lvl2 mid (left, right / up, down)
bvec2 lvl2x = bvec2((Ec.x && Eh.y) && Dc.z, (Ec.y && Eh.x) && Fc.w);
bvec2 lvl2y = bvec2((Ec.y && Ev.z) && Bc.w, (Ec.z && Ev.y) && Hc.x);
bvec2 lvl2z = bvec2((Ec.w && Eh.z) && Dc.y, (Ec.z && Eh.w) && Fc.x);
bvec2 lvl2w = bvec2((Ec.x && Ev.w) && Bc.z, (Ec.w && Ev.x) && Hc.y);
// metric data
vec4 A = TEXm(-1,-1), B = TEXm( 0,-1);
vec4 D = TEXm(-1, 0), E = TEXm( 0, 0), F = TEXm( 1, 0);
vec4 G = TEXm(-1, 1), H = TEXm( 0, 1), I = TEXm( 1, 1);
// lvl3 corners (hori, vert)
bvec2 lvl3x = bvec2(lvl2x.y && (Dh.y && Dh.x) && Fh.z, lvl2w.y && (Bv.w && Bv.x) && Hv.z);
bvec2 lvl3y = bvec2(lvl2x.x && (Fh.x && Fh.y) && Dh.w, lvl2y.y && (Bv.z && Bv.y) && Hv.w);
bvec2 lvl3z = bvec2(lvl2z.x && (Fh.w && Fh.z) && Dh.x, lvl2y.x && (Hv.y && Hv.z) && Bv.x);
bvec2 lvl3w = bvec2(lvl2z.y && (Dh.z && Dh.w) && Fh.y, lvl2w.x && (Hv.x && Hv.w) && Bv.y);
// strength data
vec4 As = TEXs(-1,-1), Bs = TEXs( 0,-1), Cs = TEXs( 1,-1);
vec4 Ds = TEXs(-1, 0), Es = TEXs( 0, 0), Fs = TEXs( 1, 0);
vec4 Gs = TEXs(-1, 1), Hs = TEXs( 0, 1), Is = TEXs( 1, 1);
// lvl4 corners (hori, vert)
bvec2 lvl4x = bvec2((Dc.x && Dh.y && Eh.x && Eh.y && Fh.x && Fh.y) && (D0c.z && D0h.w), (Bc.x && Bv.w && Ev.x && Ev.w && Hv.x && Hv.w) && (B0c.z && B0v.y));
bvec2 lvl4y = bvec2((Fc.y && Fh.x && Eh.y && Eh.x && Dh.y && Dh.x) && (F0c.w && F0h.z), (Bc.y && Bv.z && Ev.y && Ev.z && Hv.y && Hv.z) && (B0c.w && B0v.x));
bvec2 lvl4z = bvec2((Fc.z && Fh.w && Eh.z && Eh.w && Dh.z && Dh.w) && (F0c.x && F0h.y), (Hc.z && Hv.y && Ev.z && Ev.y && Bv.z && Bv.y) && (H0c.x && H0v.w));
bvec2 lvl4w = bvec2((Dc.w && Dh.z && Eh.w && Eh.z && Fh.w && Fh.z) && (D0c.y && D0h.x), (Hc.w && Hv.x && Ev.w && Ev.x && Bv.w && Bv.x) && (H0c.y && H0v.z));
// lvl5 mid (left, right / up, down)
bvec2 lvl5x = bvec2(lvl4x.x && (F0h.x && F0h.y) && (D1h.z && D1h.w), lvl4y.x && (D0h.y && D0h.x) && (F1h.w && F1h.z));
bvec2 lvl5y = bvec2(lvl4y.y && (H0v.y && H0v.z) && (B1v.w && B1v.x), lvl4z.y && (B0v.z && B0v.y) && (H1v.x && H1v.w));
bvec2 lvl5z = bvec2(lvl4w.x && (F0h.w && F0h.z) && (D1h.y && D1h.x), lvl4z.x && (D0h.z && D0h.w) && (F1h.x && F1h.y));
bvec2 lvl5w = bvec2(lvl4x.y && (H0v.x && H0v.w) && (B1v.z && B1v.y), lvl4w.y && (B0v.w && B0v.x) && (H1v.y && H1v.z));
// lvl6 corners (hori, vert)
bvec2 lvl6x = bvec2(lvl5x.y && (D1h.y && D1h.x), lvl5w.y && (B1v.w && B1v.x));
bvec2 lvl6y = bvec2(lvl5x.x && (F1h.x && F1h.y), lvl5y.y && (B1v.z && B1v.y));
bvec2 lvl6z = bvec2(lvl5z.x && (F1h.w && F1h.z), lvl5y.x && (H1v.y && H1v.z));
bvec2 lvl6w = bvec2(lvl5z.y && (D1h.z && D1h.w), lvl5w.x && (H1v.x && H1v.w));
// subpixels - 0 = E, 1 = D, 2 = D0, 3 = F, 4 = F0, 5 = B, 6 = B0, 7 = H, 8 = H0
vec4 crn;
crn.x = (Ec.x && Eo.x || lvl3x.x && Eo.y || lvl4x.x && Do.x || lvl6x.x && Fo.y) ? 5 : (Ec.x || lvl3x.y && !Eo.w || lvl4x.y && !Bo.x || lvl6x.y && !Ho.w) ? 1 : lvl3x.x ? 3 : lvl3x.y ? 7 : lvl4x.x ? 2 : lvl4x.y ? 6 : lvl6x.x ? 4 : lvl6x.y ? 8 : 0;
crn.y = (Ec.y && Eo.y || lvl3y.x && Eo.x || lvl4y.x && Fo.y || lvl6y.x && Do.x) ? 5 : (Ec.y || lvl3y.y && !Eo.z || lvl4y.y && !Bo.y || lvl6y.y && !Ho.z) ? 3 : lvl3y.x ? 1 : lvl3y.y ? 7 : lvl4y.x ? 4 : lvl4y.y ? 6 : lvl6y.x ? 2 : lvl6y.y ? 8 : 0;
crn.z = (Ec.z && Eo.z || lvl3z.x && Eo.w || lvl4z.x && Fo.z || lvl6z.x && Do.w) ? 7 : (Ec.z || lvl3z.y && !Eo.y || lvl4z.y && !Ho.z || lvl6z.y && !Bo.y) ? 3 : lvl3z.x ? 1 : lvl3z.y ? 5 : lvl4z.x ? 4 : lvl4z.y ? 8 : lvl6z.x ? 2 : lvl6z.y ? 6 : 0;
crn.w = (Ec.w && Eo.w || lvl3w.x && Eo.z || lvl4w.x && Do.w || lvl6w.x && Fo.z) ? 7 : (Ec.w || lvl3w.y && !Eo.x || lvl4w.y && !Ho.w || lvl6w.y && !Bo.x) ? 1 : lvl3w.x ? 3 : lvl3w.y ? 5 : lvl4w.x ? 2 : lvl4w.y ? 8 : lvl6w.x ? 4 : lvl6w.y ? 6 : 0;
vec4 mid;
mid.x = (lvl2x.x && Eo.x || lvl2x.y && Eo.y || lvl5x.x && Do.x || lvl5x.y && Fo.y) ? 5 : lvl2x.x ? 1 : lvl2x.y ? 3 : lvl5x.x ? 2 : lvl5x.y ? 4 : (Ec.x && Dc.z && Ec.y && Fc.w) ? ( Eo.x ? Eo.y ? 5 : 3 : 1) : 0;
mid.y = (lvl2y.x && !Eo.y || lvl2y.y && !Eo.z || lvl5y.x && !Bo.y || lvl5y.y && !Ho.z) ? 3 : lvl2y.x ? 5 : lvl2y.y ? 7 : lvl5y.x ? 6 : lvl5y.y ? 8 : (Ec.y && Bc.w && Ec.z && Hc.x) ? (!Eo.y ? !Eo.z ? 3 : 7 : 5) : 0;
mid.z = (lvl2z.x && Eo.w || lvl2z.y && Eo.z || lvl5z.x && Do.w || lvl5z.y && Fo.z) ? 7 : lvl2z.x ? 1 : lvl2z.y ? 3 : lvl5z.x ? 2 : lvl5z.y ? 4 : (Ec.z && Fc.x && Ec.w && Dc.y) ? ( Eo.z ? Eo.w ? 7 : 1 : 3) : 0;
mid.w = (lvl2w.x && !Eo.x || lvl2w.y && !Eo.w || lvl5w.x && !Bo.x || lvl5w.y && !Ho.w) ? 1 : lvl2w.x ? 5 : lvl2w.y ? 7 : lvl5w.x ? 6 : lvl5w.y ? 8 : (Ec.w && Hc.y && Ec.x && Bc.z) ? (!Eo.w ? !Eo.x ? 1 : 5 : 7) : 0;
// strength & dominance junctions
vec4 jSx = vec4(As.z, Bs.w, Es.x, Ds.y), jDx = dom(As.yzw, Bs.zwx, Es.wxy, Ds.xyz);
vec4 jSy = vec4(Bs.z, Cs.w, Fs.x, Es.y), jDy = dom(Bs.yzw, Cs.zwx, Fs.wxy, Es.xyz);
vec4 jSz = vec4(Es.z, Fs.w, Is.x, Hs.y), jDz = dom(Es.yzw, Fs.zwx, Is.wxy, Hs.xyz);
vec4 jSw = vec4(Ds.z, Es.w, Hs.x, Gs.y), jDw = dom(Ds.yzw, Es.zwx, Hs.wxy, Gs.xyz);
// ouput
FragColor = (crn + 9 * mid) / 80;
// majority vote for ambiguous dominance junctions
vec4 zero4 = vec4(0);
vec4 jx = min(GE(jDx, zero4) * (LEQ(jDx.yzwx, zero4) * LEQ(jDx.wxyz, zero4) + GE(jDx + jDx.zwxy, jDx.yzwx + jDx.wxyz)), 1);
vec4 jy = min(GE(jDy, zero4) * (LEQ(jDy.yzwx, zero4) * LEQ(jDy.wxyz, zero4) + GE(jDy + jDy.zwxy, jDy.yzwx + jDy.wxyz)), 1);
vec4 jz = min(GE(jDz, zero4) * (LEQ(jDz.yzwx, zero4) * LEQ(jDz.wxyz, zero4) + GE(jDz + jDz.zwxy, jDz.yzwx + jDz.wxyz)), 1);
vec4 jw = min(GE(jDw, zero4) * (LEQ(jDw.yzwx, zero4) * LEQ(jDw.wxyz, zero4) + GE(jDw + jDw.zwxy, jDw.yzwx + jDw.wxyz)), 1);
// inject strength without creating new contradictions
vec4 res;
res.x = min(jx.z + NOT(jx.y) * NOT(jx.w) * GE(jSx.z, 0) * (jx.x + GE(jSx.x + jSx.z, jSx.y + jSx.w)), 1);
res.y = min(jy.w + NOT(jy.z) * NOT(jy.x) * GE(jSy.w, 0) * (jy.y + GE(jSy.y + jSy.w, jSy.x + jSy.z)), 1);
res.z = min(jz.x + NOT(jz.w) * NOT(jz.y) * GE(jSz.x, 0) * (jz.z + GE(jSz.x + jSz.z, jSz.y + jSz.w)), 1);
res.w = min(jw.y + NOT(jw.x) * NOT(jw.z) * GE(jSw.y, 0) * (jw.w + GE(jSw.y + jSw.w, jSw.x + jSw.z)), 1);
// single pixel & end of line detection
res = min(res * (vec4(jx.z, jy.w, jz.x, jw.y) + NOT(res.wxyz * res.yzwx)), 1);
// output
vec4 clr;
clr.x = clear(vec2(D.z, E.x), vec2(D.w, E.y), vec2(A.w, D.y));
clr.y = clear(vec2(F.x, E.z), vec2(E.w, E.y), vec2(B.w, F.y));
clr.z = clear(vec2(H.z, I.x), vec2(E.w, H.y), vec2(H.w, I.y));
clr.w = clear(vec2(H.x, G.z), vec2(D.w, H.y), vec2(G.w, G.y));
vec4 h = vec4(min(D.w, A.w), min(E.w, B.w), min(E.w, H.w), min(D.w, G.w));
vec4 v = vec4(min(E.y, D.y), min(E.y, F.y), min(H.y, I.y), min(H.y, G.y));
vec4 or = GE(h + vec4(D.w, E.w, E.w, D.w), v + vec4(E.y, E.y, H.y, H.y)); // orientation
vec4 hori = LE(h, v) * clr; // horizontal edges
vec4 vert = GE(h, v) * clr; // vertical edges
FragColor = (res + 2 * hori + 4 * vert + 8 * or) / 15;
}

View file

@ -2,10 +2,10 @@
/*
ScaleFX - Pass 3
by Sp00kyFox, 2016-03-30
by Sp00kyFox, 2017-03-01
Filter: Nearest
Scale: 3x
Scale: 1x
ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
originally intended as an improvement upon Scale3x but became a new filter in
@ -14,7 +14,8 @@ ScaleFX interpolates edges up to level 6 and makes smooth transitions between
different slopes. The filtered picture will only consist of colours present
in the original.
Pass 3 outputs subpixels based on previously calculated tags.
Pass 3 determines which edge level is present and prepares tags for subpixel
output in the final pass.
@ -41,14 +42,20 @@ THE SOFTWARE.
*/
#pragma name sfxp3
layout(push_constant) uniform Push
{
vec4 SourceSize;
float SFX_SCN;
} params;
#pragma parameter SFX_SCN "ScaleFX Filter Corners" 1.0 0.0 1.0 1.0
layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
};
} global;
#pragma stage vertex
@ -58,7 +65,7 @@ layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = MVP * Position;
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
@ -67,18 +74,26 @@ void main()
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform sampler2D Source;
layout(binding = 2) uniform sampler2D Original;
// extract corners
vec4 loadCrn(vec4 x){
return floor(mod(x*80.0 + 0.5, 9.0));
// extract first bool4 from float4 - corners
bvec4 loadCorn(vec4 x){
return bvec4(floor(mod(x*15 + 0.5, 2)));
}
// extract mids
vec4 loadMid(vec4 x){
return floor(mod(x*8.888888 + 0.055555, 9.0));
// extract second bool4 from float4 - horizontal edges
bvec4 loadHori(vec4 x){
return bvec4(floor(mod(x*7.5 + 0.25, 2)));
}
// extract third bool4 from float4 - vertical edges
bvec4 loadVert(vec4 x){
return bvec4(floor(mod(x*3.75 + 0.125, 2)));
}
// extract fourth bool4 from float4 - orientation
bvec4 loadOr(vec4 x){
return bvec4(floor(mod(x*1.875 + 0.0625, 2)));
}
@ -86,29 +101,83 @@ vec4 loadMid(vec4 x){
void main()
{
/* grid corners mids
/* grid corners mids
B x y x
D E F w y
H w z z
*/
#define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
// read data
vec4 E = texture(Source, vTexCoord);
vec4 E = TEX( 0, 0);
vec4 D = TEX(-1, 0), D0 = TEX(-2, 0), D1 = TEX(-3, 0);
vec4 F = TEX( 1, 0), F0 = TEX( 2, 0), F1 = TEX( 3, 0);
vec4 B = TEX( 0,-1), B0 = TEX( 0,-2), B1 = TEX( 0,-3);
vec4 H = TEX( 0, 1), H0 = TEX( 0, 2), H1 = TEX( 0, 3);
// extract data
vec4 crn = loadCrn(E);
vec4 mid = loadMid(E);
bvec4 Ec = loadCorn(E), Eh = loadHori(E), Ev = loadVert(E), Eo = loadOr(E);
bvec4 Dc = loadCorn(D), Dh = loadHori(D), Do = loadOr(D), D0c = loadCorn(D0), D0h = loadHori(D0), D1h = loadHori(D1);
bvec4 Fc = loadCorn(F), Fh = loadHori(F), Fo = loadOr(F), F0c = loadCorn(F0), F0h = loadHori(F0), F1h = loadHori(F1);
bvec4 Bc = loadCorn(B), Bv = loadVert(B), Bo = loadOr(B), B0c = loadCorn(B0), B0v = loadVert(B0), B1v = loadVert(B1);
bvec4 Hc = loadCorn(H), Hv = loadVert(H), Ho = loadOr(H), H0c = loadCorn(H0), H0v = loadVert(H0), H1v = loadVert(H1);
// determine subpixel
vec2 fp = floor(3.0 * fract(vTexCoord*SourceSize.xy));
float sp = fp.y == 0 ? (fp.x == 0 ? crn.x : fp.x == 1 ? mid.x : crn.y) : (fp.y == 1 ? (fp.x == 0 ? mid.w : fp.x == 1 ? 0 : mid.y) : (fp.x == 0 ? crn.w : fp.x == 1 ? mid.z : crn.z));
// lvl1 corners (hori, vert)
bool lvl1x = Ec.x && (Dc.z || Bc.z || params.SFX_SCN == 1);
bool lvl1y = Ec.y && (Fc.w || Bc.w || params.SFX_SCN == 1);
bool lvl1z = Ec.z && (Fc.x || Hc.x || params.SFX_SCN == 1);
bool lvl1w = Ec.w && (Dc.y || Hc.y || params.SFX_SCN == 1);
// lvl2 mid (left, right / up, down)
bvec2 lvl2x = bvec2((Ec.x && Eh.y) && Dc.z, (Ec.y && Eh.x) && Fc.w);
bvec2 lvl2y = bvec2((Ec.y && Ev.z) && Bc.w, (Ec.z && Ev.y) && Hc.x);
bvec2 lvl2z = bvec2((Ec.w && Eh.z) && Dc.y, (Ec.z && Eh.w) && Fc.x);
bvec2 lvl2w = bvec2((Ec.x && Ev.w) && Bc.z, (Ec.w && Ev.x) && Hc.y);
// lvl3 corners (hori, vert)
bvec2 lvl3x = bvec2(lvl2x.y && (Dh.y && Dh.x) && Fh.z, lvl2w.y && (Bv.w && Bv.x) && Hv.z);
bvec2 lvl3y = bvec2(lvl2x.x && (Fh.x && Fh.y) && Dh.w, lvl2y.y && (Bv.z && Bv.y) && Hv.w);
bvec2 lvl3z = bvec2(lvl2z.x && (Fh.w && Fh.z) && Dh.x, lvl2y.x && (Hv.y && Hv.z) && Bv.x);
bvec2 lvl3w = bvec2(lvl2z.y && (Dh.z && Dh.w) && Fh.y, lvl2w.x && (Hv.x && Hv.w) && Bv.y);
// lvl4 corners (hori, vert)
bvec2 lvl4x = bvec2((Dc.x && Dh.y && Eh.x && Eh.y && Fh.x && Fh.y) && (D0c.z && D0h.w), (Bc.x && Bv.w && Ev.x && Ev.w && Hv.x && Hv.w) && (B0c.z && B0v.y));
bvec2 lvl4y = bvec2((Fc.y && Fh.x && Eh.y && Eh.x && Dh.y && Dh.x) && (F0c.w && F0h.z), (Bc.y && Bv.z && Ev.y && Ev.z && Hv.y && Hv.z) && (B0c.w && B0v.x));
bvec2 lvl4z = bvec2((Fc.z && Fh.w && Eh.z && Eh.w && Dh.z && Dh.w) && (F0c.x && F0h.y), (Hc.z && Hv.y && Ev.z && Ev.y && Bv.z && Bv.y) && (H0c.x && H0v.w));
bvec2 lvl4w = bvec2((Dc.w && Dh.z && Eh.w && Eh.z && Fh.w && Fh.z) && (D0c.y && D0h.x), (Hc.w && Hv.x && Ev.w && Ev.x && Bv.w && Bv.x) && (H0c.y && H0v.z));
// lvl5 mid (left, right / up, down)
bvec2 lvl5x = bvec2(lvl4x.x && (F0h.x && F0h.y) && (D1h.z && D1h.w), lvl4y.x && (D0h.y && D0h.x) && (F1h.w && F1h.z));
bvec2 lvl5y = bvec2(lvl4y.y && (H0v.y && H0v.z) && (B1v.w && B1v.x), lvl4z.y && (B0v.z && B0v.y) && (H1v.x && H1v.w));
bvec2 lvl5z = bvec2(lvl4w.x && (F0h.w && F0h.z) && (D1h.y && D1h.x), lvl4z.x && (D0h.z && D0h.w) && (F1h.x && F1h.y));
bvec2 lvl5w = bvec2(lvl4x.y && (H0v.x && H0v.w) && (B1v.z && B1v.y), lvl4w.y && (B0v.w && B0v.x) && (H1v.y && H1v.z));
// lvl6 corners (hori, vert)
bvec2 lvl6x = bvec2(lvl5x.y && (D1h.y && D1h.x), lvl5w.y && (B1v.w && B1v.x));
bvec2 lvl6y = bvec2(lvl5x.x && (F1h.x && F1h.y), lvl5y.y && (B1v.z && B1v.y));
bvec2 lvl6z = bvec2(lvl5z.x && (F1h.w && F1h.z), lvl5y.x && (H1v.y && H1v.z));
bvec2 lvl6w = bvec2(lvl5z.y && (D1h.z && D1h.w), lvl5w.x && (H1v.x && H1v.w));
// subpixels - 0 = E, 1 = D, 2 = D0, 3 = F, 4 = F0, 5 = B, 6 = B0, 7 = H, 8 = H0
vec4 crn;
crn.x = (lvl1x && Eo.x || lvl3x.x && Eo.y || lvl4x.x && Do.x || lvl6x.x && Fo.y) ? 5 : (lvl1x || lvl3x.y && !Eo.w || lvl4x.y && !Bo.x || lvl6x.y && !Ho.w) ? 1 : lvl3x.x ? 3 : lvl3x.y ? 7 : lvl4x.x ? 2 : lvl4x.y ? 6 : lvl6x.x ? 4 : lvl6x.y ? 8 : 0;
crn.y = (lvl1y && Eo.y || lvl3y.x && Eo.x || lvl4y.x && Fo.y || lvl6y.x && Do.x) ? 5 : (lvl1y || lvl3y.y && !Eo.z || lvl4y.y && !Bo.y || lvl6y.y && !Ho.z) ? 3 : lvl3y.x ? 1 : lvl3y.y ? 7 : lvl4y.x ? 4 : lvl4y.y ? 6 : lvl6y.x ? 2 : lvl6y.y ? 8 : 0;
crn.z = (lvl1z && Eo.z || lvl3z.x && Eo.w || lvl4z.x && Fo.z || lvl6z.x && Do.w) ? 7 : (lvl1z || lvl3z.y && !Eo.y || lvl4z.y && !Ho.z || lvl6z.y && !Bo.y) ? 3 : lvl3z.x ? 1 : lvl3z.y ? 5 : lvl4z.x ? 4 : lvl4z.y ? 8 : lvl6z.x ? 2 : lvl6z.y ? 6 : 0;
crn.w = (lvl1w && Eo.w || lvl3w.x && Eo.z || lvl4w.x && Do.w || lvl6w.x && Fo.z) ? 7 : (lvl1w || lvl3w.y && !Eo.x || lvl4w.y && !Ho.w || lvl6w.y && !Bo.x) ? 1 : lvl3w.x ? 3 : lvl3w.y ? 5 : lvl4w.x ? 2 : lvl4w.y ? 8 : lvl6w.x ? 4 : lvl6w.y ? 6 : 0;
vec4 mid;
mid.x = (lvl2x.x && Eo.x || lvl2x.y && Eo.y || lvl5x.x && Do.x || lvl5x.y && Fo.y) ? 5 : lvl2x.x ? 1 : lvl2x.y ? 3 : lvl5x.x ? 2 : lvl5x.y ? 4 : (Ec.x && Dc.z && Ec.y && Fc.w) ? ( Eo.x ? Eo.y ? 5 : 3 : 1) : 0;
mid.y = (lvl2y.x && !Eo.y || lvl2y.y && !Eo.z || lvl5y.x && !Bo.y || lvl5y.y && !Ho.z) ? 3 : lvl2y.x ? 5 : lvl2y.y ? 7 : lvl5y.x ? 6 : lvl5y.y ? 8 : (Ec.y && Bc.w && Ec.z && Hc.x) ? (!Eo.y ? !Eo.z ? 3 : 7 : 5) : 0;
mid.z = (lvl2z.x && Eo.w || lvl2z.y && Eo.z || lvl5z.x && Do.w || lvl5z.y && Fo.z) ? 7 : lvl2z.x ? 1 : lvl2z.y ? 3 : lvl5z.x ? 2 : lvl5z.y ? 4 : (Ec.z && Fc.x && Ec.w && Dc.y) ? ( Eo.z ? Eo.w ? 7 : 1 : 3) : 0;
mid.w = (lvl2w.x && !Eo.x || lvl2w.y && !Eo.w || lvl5w.x && !Bo.x || lvl5w.y && !Ho.w) ? 1 : lvl2w.x ? 5 : lvl2w.y ? 7 : lvl5w.x ? 6 : lvl5w.y ? 8 : (Ec.w && Hc.y && Ec.x && Bc.z) ? (!Eo.w ? !Eo.x ? 1 : 5 : 7) : 0;
// output coordinate - 0 = E, 1 = D, 2 = D0, 3 = F, 4 = F0, 5 = B, 6 = B0, 7 = H, 8 = H0
vec2 res = sp == 0 ? vec2(0,0) : sp == 1 ? vec2(-1,0) : sp == 2 ? vec2(-2,0) : sp == 3 ? vec2(1,0) : sp == 4 ? vec2(2,0) : sp == 5 ? vec2(0,-1) : sp == 6 ? vec2(0,-2) : sp == 7 ? vec2(0,1) : vec2(0,2);
// ouput
FragColor = texture(Original, vTexCoord + 1/SourceSize.xy * res);
FragColor = (crn + 9 * mid) / 80;
}

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#version 450
/*
ScaleFX - Pass 4
by Sp00kyFox, 2017-03-01
Filter: Nearest
Scale: 3x
ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
originally intended as an improvement upon Scale3x but became a new filter in
its own right.
ScaleFX interpolates edges up to level 6 and makes smooth transitions between
different slopes. The filtered picture will only consist of colours present
in the original.
Pass 4 outputs subpixels based on previously calculated tags.
Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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;
float SFX_RAA;
} params;
#pragma parameter SFX_RAA "ScaleFX rAA Sharpness" 2.0 0.0 10.0 0.05
layout(set = 0, binding = 0, std140) 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(binding = 1) uniform sampler2D Source;
layout(binding = 2) uniform sampler2D Original;
// extract corners
vec4 loadCrn(vec4 x){
return floor(mod(x*80 + 0.5, 9));
}
// extract mids
vec4 loadMid(vec4 x){
return floor(mod(x*8.888888 + 0.055555, 9));
}
vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
{
vec3 t, m;
mat4x3 pre = mat4x3(pre2, pre1, px, pos1);
mat4x3 pos = mat4x3(pre1, px, pos1, pos2);
mat4x3 df = pos - pre;
m = mix(px, 1-px, step(px, vec3(0.5)));
m = params.SFX_RAA * min(m, min(abs(df[1]), abs(df[2])));
t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16;
t = clamp(t, -m, m);
return t;
}
void main()
{
/* grid corners mids
B x y x
D E F w y
H w z z
*/
// read data
vec4 E = texture(Source, vTexCoord);
// determine subpixel
vec2 fc = fract(vTexCoord * params.SourceSize.xy);
vec2 fp = floor(3.0 * fc);
// check adjacent pixels to prevent artifacts
vec4 hn = texture(Source, vTexCoord + vec2(fp.x - 1, 0) / params.SourceSize.xy);
vec4 vn = texture(Source, vTexCoord + vec2(0, fp.y - 1) / params.SourceSize.xy);
// extract data
vec4 crn = loadCrn(E), hc = loadCrn(hn), vc = loadCrn(vn);
vec4 mid = loadMid(E), hm = loadMid(hn), vm = loadMid(vn);
vec3 res = fp.y == 0 ? (fp.x == 0 ? vec3(crn.x, hc.y, vc.w) : fp.x == 1 ? vec3(mid.x, 0, vm.z) : vec3(crn.y, hc.x, vc.z)) : (fp.y == 1 ? (fp.x == 0 ? vec3(mid.w, hm.y, 0) : fp.x == 1 ? vec3(0) : vec3(mid.y, hm.w, 0)) : (fp.x == 0 ? vec3(crn.w, hc.z, vc.x) : fp.x == 1 ? vec3(mid.z, 0, vm.x) : vec3(crn.z, hc.w, vc.y)));
#define TEX(x, y) textureOffset(Original, vTexCoord, ivec2(x, y)).rgb
// reverseAA
vec3 E0 = TEX( 0, 0);
vec3 B0 = TEX( 0,-1), B1 = TEX( 0,-2), H0 = TEX( 0, 1), H1 = TEX( 0, 2);
vec3 D0 = TEX(-1, 0), D1 = TEX(-2, 0), F0 = TEX( 1, 0), F1 = TEX( 2, 0);
// output coordinate - 0 = E0, 1 = D0, 2 = D1, 3 = F0, 4 = F1, 5 = B0, 6 = B1, 7 = H0, 8 = H1
vec3 sfx = res.x == 1 ? D0 : res.x == 2 ? D1 : res.x == 3 ? F0 : res.x == 4 ? F1 : res.x == 5 ? B0 : res.x == 6 ? B1 : res.x == 7 ? H0 : H1;
// rAA weight
vec2 w = 2 * fc - 1;
w.x = res.y == 0 ? w.x : 0;
w.y = res.z == 0 ? w.y : 0;
// rAA filter
vec3 t1 = res2x(D1, D0, E0, F0, F1);
vec3 t2 = res2x(B1, B0, E0, H0, H1);
vec3 a = min(min(min(min(B0,D0),E0),F0),H0);
vec3 b = max(max(max(max(B0,D0),E0),F0),H0);
vec3 raa = clamp(E0 + w.x*t1 + w.y*t2, a, b);
// hybrid output
FragColor = vec4((res.x != 0) ? sfx : raa, 0);
}

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#version 450
/*
ScaleFX - Pass 4
by Sp00kyFox, 2017-03-01
Filter: Nearest
Scale: 3x
ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
originally intended as an improvement upon Scale3x but became a new filter in
its own right.
ScaleFX interpolates edges up to level 6 and makes smooth transitions between
different slopes. The filtered picture will only consist of colours present
in the original.
Pass 4 outputs subpixels based on previously calculated tags.
Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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;
} params;
layout(set = 0, binding = 0, std140) 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(binding = 1) uniform sampler2D Source;
layout(binding = 2) uniform sampler2D Original;
// extract corners
vec4 loadCrn(vec4 x){
return floor(mod(x*80 + 0.5, 9));
}
// extract mids
vec4 loadMid(vec4 x){
return floor(mod(x*8.888888 + 0.055555, 9));
}
void main()
{
/* grid corners mids
B x y x
D E F w y
H w z z
*/
// read data
vec4 E = texture(Source, vTexCoord);
// extract data
vec4 crn = loadCrn(E);
vec4 mid = loadMid(E);
// determine subpixel
vec2 fp = floor(3.0 * fract(vTexCoord * params.SourceSize.xy));
float sp = fp.y == 0 ? (fp.x == 0 ? crn.x : fp.x == 1 ? mid.x : crn.y) : (fp.y == 1 ? (fp.x == 0 ? mid.w : fp.x == 1 ? 0 : mid.y) : (fp.x == 0 ? crn.w : fp.x == 1 ? mid.z : crn.z));
// output coordinate - 0 = E, 1 = D, 2 = D0, 3 = F, 4 = F0, 5 = B, 6 = B0, 7 = H, 8 = H0
vec2 res = sp == 0 ? vec2(0,0) : sp == 1 ? vec2(-1,0) : sp == 2 ? vec2(-2,0) : sp == 3 ? vec2(1,0) : sp == 4 ? vec2(2,0) : sp == 5 ? vec2(0,-1) : sp == 6 ? vec2(0,-2) : sp == 7 ? vec2(0,1) : vec2(0,2);
// ouput
FragColor = texture(Original, vTexCoord + res / params.SourceSize.xy);
}