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Merge pull request #196 from hunterk/interlacing
update bob-deinterlacing and remove now-redundant bob-and-ghost
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commit
33bf8f7e66
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#version 450
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/*
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Bob-and-ghost Deinterlacing
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Author: hunterk
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License: Public domain
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Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice.
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As such, it is inappropriate for general video use unless the video has already been similarly woven beforehand.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} 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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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec4 current = pow(texture(Source, vTexCoord.xy), vec4(2.2));
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vec4 prev = vec4(0.0);
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float y = 0.0;
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// assume anything with a vertical resolution greater than 400 lines is interlaced
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if (params.SourceSize.y > 400.0){
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y = params.SourceSize.y * vTexCoord.y + params.FrameCount;
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current = pow(vec4(texture(Source, vTexCoord + vec2(0.0, params.SourceSize.w))), vec4(2.2));
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vec4 evens = pow(vec4(texture(Source, vTexCoord - vec2(0.0, 0.5 * params.SourceSize.w))), vec4(2.2));
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vec4 odds = pow(vec4(texture(Source, vTexCoord + vec2(0.0, 0.5 * params.SourceSize.w))), vec4(2.2));
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prev = (evens + odds) / 2.0;
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}
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else
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{
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y = 2.000001 * params.SourceSize.y * vTexCoord.y;
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prev = current;
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}
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if (mod(y, 2.0) > 0.99999) current = current;
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else current = vec4(pow(texture(Source, vTexCoord), vec4(2.2)));
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FragColor = vec4(pow((current + prev) / vec4(2.0), vec4(1.0 / 2.2)));
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}
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@ -5,8 +5,11 @@
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Author: hunterk
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License: Public domain
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Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice.
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As such, it is inappropriate for general video use unless the video has already been similarly woven beforehand.
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Note: This shader is designed to work with the typical interlaced output from
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an emulator, which displays both even and odd fields twice.
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As such, it is inappropriate for general video use unless the video has
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already been similarly woven beforehand.
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*/
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layout(push_constant) uniform Push
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@ -15,6 +18,7 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float scale, ghost;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -22,30 +26,62 @@ layout(std140, set = 0, binding = 0) uniform UBO
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mat4 MVP;
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} global;
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// I wish there were some way to make this automatic...
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#pragma parameter scale "Deinterlacing Scale" 1.0 1.0 16.0 1.0
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#pragma parameter ghost "Blend Frames to Hide Bobbing" 0.0 0.0 1.0 1.0
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out float is_interlaced;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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is_interlaced = float(params.OriginalSize.y > 400.0 * params.scale);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float is_interlaced;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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void main()
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{
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float y = 0.0;
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// assume anything with a vertical resolution greater than 400 lines is interlaced
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if (params.SourceSize.y > 400.0) y = params.SourceSize.y * vTexCoord.y + float(params.FrameCount);
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else y = 2.000001 * params.SourceSize.y * vTexCoord.y;
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// snap to the center of the underlying texel
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vec2 uv = vTexCoord * params.SourceSize.xy - 0.5;
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uv = (floor(uv) + 0.5) * params.SourceSize.zw;
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if (mod(y, 2.0) > 0.99999) FragColor = vec4(texture(Source, vTexCoord + vec2(0.0, params.SourceSize.w)));
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else
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FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
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// go ahead and sample the texture and early return if not interlaced
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vec4 current = texture(Source, uv);
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FragColor = current;
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if(!bool(is_interlaced)) return;
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float scale = params.scale;
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// work our way down the vertical axis and skip up 1 pixel every other frame
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float y = (params.SourceSize.y / scale) * uv.y + mod(float(params.FrameCount), 2.0);
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// deinterlace the current frame
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vec4 offset = texture(Source, uv + vec2(0.0, params.SourceSize.w * scale));
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vec4 deint_current = (mod(y, 2.0) > 0.99999) ? offset : current;
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FragColor = deint_current;
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// early return if we don't want to do any frame-blending
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if(!bool(params.ghost)) return;
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// previous frame needs an opposite tick from the current frame
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float y2 = (params.SourceSize.y / scale) * uv.y + clamp(1.0 - mod(float(params.FrameCount), 2.0), 0.0, 1.0);
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// deinterlace previous frame
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vec4 prev = texture(OriginalHistory1, uv);
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vec4 prev_offset = texture(OriginalHistory1, uv + vec2(0.0, params.SourceSize.w * scale));
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vec4 deint_prev = (mod(y2, 2.0) > 0.99999) ? prev_offset : prev;
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FragColor = mix(deint_current, deint_prev, 0.5);
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}
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