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https://github.com/italicsjenga/slang-shaders.git
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add rAA shaders and preset
This commit is contained in:
parent
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#version 450
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/*
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rAA post-3x - Pass 0
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by Sp00kyFox, 2018-10-20
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Filter: Nearest
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Scale: 1x
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This is a generalized continuation of the reverse antialiasing filter by
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Christoph Feck. Unlike the original filter this is supposed to be used on an
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already upscaled image. Which makes it possible to combine rAA with other filters
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just as ScaleFX, xBR or others.
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Pass 0 does the horizontal filtering.
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Copyright (c) 2018 Sp00kyFox - ScaleFX@web.de
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float RAA_SHR0;
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float RAA_SMT0;
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float RAA_DVT0;
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} params;
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#pragma parameter RAA_SHR0 "rAA-3x 0 Sharpness" 2.0 0.00 10.0 0.05
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#pragma parameter RAA_SMT0 "rAA-3x 0 Smoothness" 0.5 0.05 10.0 0.05
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#pragma parameter RAA_DVT0 "rAA-3x 0 Deviation" 1.0 0.05 10.0 0.05
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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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const int scl = 3; // scale factor
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const int rad = 7; // search radius
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// core function of rAA - tilt of a pixel
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vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
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{
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float d1, d2, w;
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vec3 a, m, t, t1, t2;
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mat4x3 pre = mat4x3(pre2, pre1, px, pos1);
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mat4x3 pos = mat4x3(pre1, px, pos1, pos2);
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mat4x3 df = pos - pre;
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m.x = (px.x < 0.5) ? px.x : (1.0-px.x);
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m.y = (px.y < 0.5) ? px.y : (1.0-px.y);
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m.z = (px.z < 0.5) ? px.z : (1.0-px.z);
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m = params.RAA_SHR0 * min(m, min(abs(df[1]), abs(df[2]))); // magnitude
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t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16; // tilt
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a.x = t.x == 0.0 ? 1.0 : m.x/abs(t.x);
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a.y = t.y == 0.0 ? 1.0 : m.y/abs(t.y);
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a.z = t.z == 0.0 ? 1.0 : m.z/abs(t.z);
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t1 = clamp(t, -m, m); // limit channels
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t2 = min(1.0, min(min(a.x, a.y), a.z)) * t; // limit length
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d1 = length(df[1]); d2 = length(df[2]);
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d1 = d1 == 0.0 ? 0.0 : length(cross(df[1], t1))/d1; // distance between line (px, pre1) and point px-t1
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d2 = d2 == 0.0 ? 0.0 : length(cross(df[2], t1))/d2; // distance between line (px, pos1) and point px+t1
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w = min(1.0, max(d1,d2)/0.8125); // color deviation from optimal value
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return mix(t1, t2, pow(w, params.RAA_DVT0));
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}
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void main()
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{
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// read texels
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vec3 tx[2*rad+1];
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#define TX(n) tx[(n)+rad]
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TX(0) = texture(Source, vTexCoord).rgb;
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for(int i=1; i<=rad; i++){
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TX(-i) = texture(Source, vTexCoord + vec2(-i,0)*params.OutputSize.zw).rgb;
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TX( i) = texture(Source, vTexCoord + vec2( i,0)*params.OutputSize.zw).rgb;
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}
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// prepare variables for candidate search
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ivec2 i1 = ivec2(0), i2 = ivec2(0);
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vec3 df1, df2;
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vec2 d1, d2, d3;
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bvec2 cn;
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df1 = TX(1)-TX(0); df2 = TX(0)-TX(-1);
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d2 = vec2(length(df1), length(df2));
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d3 = d2.yx;
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// smoothness weight, protects smooth gradients
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float sw = d2.x + d2.y;
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sw = sw == 0.0 ? 1.0 : pow(length(df1-df2)/sw, params.RAA_SMT0);
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// look for proper candidates
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for(int i=1; i<rad; i++){
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d1 = d2;
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d2 = d3;
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d3 = vec2(distance(TX(-i-1), TX(-i)), distance(TX(i), TX(i+1)));
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cn.x = max(d1.x,d3.x)<d2.x;
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cn.y = max(d1.y,d3.y)<d2.y;
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i2.x = cn.x && i2.x==0 && i1.x!=0 ? i : i2.x;
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i2.y = cn.y && i2.y==0 && i1.y!=0 ? i : i2.y;
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i1.x = cn.x && i1.x==0 ? i : i1.x;
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i1.y = cn.y && i1.y==0 ? i : i1.y;
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}
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i2.x = i2.x == 0 ? i1.x+1 : i2.x;
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i2.y = i2.y == 0 ? i1.y+1 : i2.y;
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// rAA core with the candidates found above
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vec3 t = res2x(TX(-i2.x), TX(-i1.x), TX(0), TX(i1.y), TX(i2.y));
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// distance weight
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float dw = (i1.x == 0 || i1.y == 0) ? 0.0 : 2.0 * ((i1.x-1.0)/(i1.x+i1.y-2.0)) - 1.0;
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// result
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vec3 res = TX(0) + (scl-1.0)/scl * sw*dw * t;
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// prevent ringing
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vec3 lo = min(min(TX(-1),TX(0)),TX(1));
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vec3 hi = max(max(TX(-1),TX(0)),TX(1));
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FragColor = vec4(clamp(res, lo, hi), 1.0);
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}
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@ -0,0 +1,176 @@
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#version 450
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/*
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rAA post-3x - Pass 1
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by Sp00kyFox, 2018-10-20
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Filter: Nearest
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Scale: 1x
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This is a generalized continuation of the reverse antialiasing filter by
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Christoph Feck. Unlike the original filter this is supposed to be used on an
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already upscaled image. Which makes it possible to combine rAA with other filters
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just as ScaleFX, xBR or others.
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Pass 1 does the vertical filtering.
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Copyright (c) 2018 Sp00kyFox - ScaleFX@web.de
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float RAA_SHR1;
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float RAA_SMT1;
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float RAA_DVT1;
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} params;
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#pragma parameter RAA_SHR1 "rAA-3x 1 Sharpness" 2.0 0.00 10.0 0.05
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#pragma parameter RAA_SMT1 "rAA-3x 1 Smoothness" 0.5 0.05 10.0 0.05
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#pragma parameter RAA_DVT1 "rAA-3x 1 Deviation" 1.0 0.05 10.0 0.05
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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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const int scl = 3; // scale factor
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const int rad = 7; // search radius
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// core function of rAA - tilt of a pixel
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vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
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{
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float d1, d2, w;
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vec3 a, m, t, t1, t2;
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mat4x3 pre = mat4x3(pre2, pre1, px, pos1);
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mat4x3 pos = mat4x3(pre1, px, pos1, pos2);
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mat4x3 df = pos - pre;
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m.x = (px.x < 0.5) ? px.x : (1.0-px.x);
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m.y = (px.y < 0.5) ? px.y : (1.0-px.y);
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m.z = (px.z < 0.5) ? px.z : (1.0-px.z);
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m = params.RAA_SHR1 * min(m, min(abs(df[1]), abs(df[2]))); // magnitude
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t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16; // tilt
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a.x = t.x == 0.0 ? 1.0 : m.x/abs(t.x);
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a.y = t.y == 0.0 ? 1.0 : m.y/abs(t.y);
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a.z = t.z == 0.0 ? 1.0 : m.z/abs(t.z);
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t1 = clamp(t, -m, m); // limit channels
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t2 = min(1.0, min(min(a.x, a.y), a.z)) * t; // limit length
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d1 = length(df[1]); d2 = length(df[2]);
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d1 = d1 == 0.0 ? 0.0 : length(cross(df[1], t1))/d1; // distance between line (px, pre1) and point px-t1
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d2 = d2 == 0.0 ? 0.0 : length(cross(df[2], t1))/d2; // distance between line (px, pos1) and point px+t1
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w = min(1.0, max(d1,d2)/0.8125); // color deviation from optimal value
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return mix(t1, t2, pow(w, params.RAA_DVT1));
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}
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void main()
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{
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// read texels
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vec3 tx[2*rad+1];
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#define TX(n) tx[(n)+rad]
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TX(0) = texture(Source, vTexCoord).rgb;
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for(int i=1; i<=rad; i++){
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TX(-i) = texture(Source, vTexCoord + vec2(0,-i)*params.SourceSize.zw).rgb;
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TX( i) = texture(Source, vTexCoord + vec2(0, i)*params.SourceSize.zw).rgb;
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}
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// prepare variables for candidate search
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ivec2 i1 = ivec2(0), i2 = ivec2(0);
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vec3 df1, df2;
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vec2 d1, d2, d3;
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bvec2 cn;
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df1 = TX(1)-TX(0); df2 = TX(0)-TX(-1);
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d2 = vec2(length(df1), length(df2));
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d3 = d2.yx;
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// smoothness weight, protects smooth gradients
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float sw = d2.x + d2.y;
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sw = sw == 0.0 ? 1.0 : pow(length(df1-df2)/sw, params.RAA_SMT1);
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// look for proper candidates
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for(int i=1; i<rad; i++){
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d1 = d2;
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d2 = d3;
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d3 = vec2(distance(TX(-i-1), TX(-i)), distance(TX(i), TX(i+1)));
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cn.x = max(d1.x,d3.x)<d2.x;
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cn.y = max(d1.y,d3.y)<d2.y;
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i2.x = cn.x && i2.x==0 && i1.x!=0 ? i : i2.x;
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i2.y = cn.y && i2.y==0 && i1.y!=0 ? i : i2.y;
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i1.x = cn.x && i1.x==0 ? i : i1.x;
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i1.y = cn.y && i1.y==0 ? i : i1.y;
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}
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i2.x = i2.x == 0 ? i1.x+1 : i2.x;
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i2.y = i2.y == 0 ? i1.y+1 : i2.y;
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// rAA core with the candidates found above
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vec3 t = res2x(TX(-i2.x), TX(-i1.x), TX(0), TX(i1.y), TX(i2.y));
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// distance weight
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float dw = (i1.x == 0 || i1.y == 0) ? 0.0 : 2.0 * ((i1.x-1.0)/(i1.x+i1.y-2.0)) - 1.0;
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// result
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vec3 res = TX(0) + (scl-1.0)/scl * sw*dw * t;
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// prevent ringing
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vec3 lo = min(min(TX(-1),TX(0)),TX(1));
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vec3 hi = max(max(TX(-1),TX(0)),TX(1));
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FragColor = vec4(clamp(res, lo, hi), 1.0);
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}
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41
scalefx/scalefx+rAA.slangp
Normal file
41
scalefx/scalefx+rAA.slangp
Normal file
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shaders = 8
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shader0 = shaders/scalefx-pass0.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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float_framebuffer0 = true
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shader1 = shaders/scalefx-pass1.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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float_framebuffer1 = true
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shader2 = shaders/scalefx-pass2.slang
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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shader3 = shaders/scalefx-pass3.slang
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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shader4 = shaders/scalefx-pass4.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 3.0
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shader5 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass0.slang
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filter_linear5 = false
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scale_type5 = source
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scale5 = 1.0
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shader6 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass1.slang
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filter_linear6 = false
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scale_type6 = source
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scale6 = 1.0
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shader7 = ../stock.slang
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filter_linear7 = true
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