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make nonfunctional xbr-ml4-multipass more like Cg version
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xbr/shaders/xbr-mlv4-multipass/xbr-mlv4-pass1.slang
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335
xbr/shaders/xbr-mlv4-multipass/xbr-mlv4-pass1.slang
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#version 450
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/*
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Hyllian's xBR MultiLevel4 Shader - Pass1
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} 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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#define round(X) floor((X)+0.5)
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#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*t1).rgb
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#define mul(a,b) (b*a)
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const float cf2 = 2.0;
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const float cf3 = 4.0;
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const float cf4 = 4.0;
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const vec4 eq_thresholdold = vec4(15.0, 15.0, 15.0, 15.0);
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const vec4 eq_threshold = vec4( 2.0, 2.0, 2.0, 2.0);
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const vec4 eq_threshold3 = vec4(25.0, 25.0, 25.0, 25.0);
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const vec3 Yuv_weight = vec3(4.0, 1.0, 2.0);
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const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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const mat3 yuvT = mat3(0.299, -0.169, 0.499, 0.587, -0.331, -0.418, 0.114, 0.499, -0.0813);
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const vec4 maximo = vec4(255.0, 255.0, 255.0, 255.0);
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vec4 df(vec4 A, vec4 B)
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{
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return vec4(abs(A-B));
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}
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bvec4 rd(vec4 A, vec4 B, vec4 C, vec4 D)
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{
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return (greaterThan(df(C,D)/(df(A,B)+0.000000001) , vec4(2.0)));
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}
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bvec4 id(vec4 A, vec4 B, vec4 C, vec4 D)
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{
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return greaterThan(df(C,D) , df(A,B));
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}
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vec4 remapTo01(vec4 v, vec4 high)
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{
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return (v/high);
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}
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bvec4 eq(vec4 A, vec4 B)
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{
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return lessThan(df(A, B) , eq_threshold);
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}
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bvec4 eq3(vec4 A, vec4 B)
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{
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return lessThan(df(A, B) , eq_threshold3);
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}
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vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
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{
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return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
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}
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bvec4 and(bvec4 A, bvec4 B)
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{
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return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
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}
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bvec4 or(bvec4 A, bvec4 B)
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{
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return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
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}
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 t1;
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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 * 1.0004;
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// A3 B3 C3
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// A1 B1 C1
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//A2 A0 A B C C4 C6
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//D2 D0 D E F F4 F6
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//G2 G0 G H I I4 I6
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// G5 H5 I5
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// G7 H7 I7
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t1 = vec2(params.SourceSize.z, params.SourceSize.w); // F H
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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 vec2 t1;
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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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bvec4 edr0, edr, edr_left, edr_up, edr3_left, edr3_up, edr4_left, edr4_up; // edr = edge detection rule
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bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
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bvec4 interp_restriction_lv3_left, interp_restriction_lv3_up;
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bvec4 interp_restriction_lv4_left, interp_restriction_lv4_up;
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vec3 A3 = TEX(-1,-3); vec3 B3 = TEX( 0,-3); vec3 C3 = TEX( 1,-3);
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vec3 A1 = TEX(-1,-2); vec3 B1 = TEX( 0,-2); vec3 C1 = TEX( 1,-2);
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vec3 A2 = TEX(-3,-1); vec3 A0 = TEX(-2,-1); vec3 A = TEX(-1,-1); vec3 B = TEX( 0,-1); vec3 C = TEX( 1,-1); vec3 C4 = TEX( 2,-1); vec3 C6 = TEX( 3,-1);
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vec3 D2 = TEX(-3, 0); vec3 D0 = TEX(-2, 0); vec3 D = TEX(-1, 0); vec3 E = TEX( 0, 0); vec3 F = TEX( 1, 0); vec3 F4 = TEX( 2, 0); vec3 F6 = TEX( 3, 0);
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vec3 G2 = TEX(-3, 1); vec3 G0 = TEX(-2, 1); vec3 G = TEX(-1, 1); vec3 H = TEX( 0, 1); vec3 I = TEX( 1, 1); vec3 I4 = TEX( 2, 1); vec3 I6 = TEX( 3, 1);
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vec3 G5 = TEX(-1, 2); vec3 H5 = TEX( 0, 2); vec3 I5 = TEX( 1, 2);
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vec3 G7 = TEX(-1, 3); vec3 H7 = TEX( 0, 3); vec3 I7 = TEX( 1, 3);
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mat4x3 bdhf = mul( mat4x3(B, D, H, F), yuvT );
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 b = mul( bdhf, Yuv_weight);
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bdhf = mul( mat4x3(C, A, G, I), yuvT );
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 c = mul( bdhf, Yuv_weight);
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bdhf = mul( mat4x3(E, E, E, E), yuvT );
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 e = mul( bdhf, Yuv_weight);
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vec4 d = b.yzwx;
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vec4 f = b.wxyz;
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vec4 g = c.zwxy;
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vec4 h = b.zwxy;
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vec4 i = c.wxyz;
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bdhf = mul( mat4x3(I4, C1, A0, G5), yuvT );
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 i4 = mul( bdhf, Yuv_weight);
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bdhf = mul( mat4x3(I5, C4, A1, G0), yuvT );
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 i5 = mul( bdhf, Yuv_weight);
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bdhf = mul( mat4x3(H5, F4, B1, D0), yuvT );
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 h5 = mul( bdhf, Yuv_weight);
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vec4 f4 = h5.yzwx;
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vec4 c1 = i4.yzwx;
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vec4 g0 = i5.wxyz;
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vec4 b1 = h5.zwxy;
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vec4 d0 = h5.wxyz;
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bdhf = mul( mat4x3(I6, C3, A2, G7), yuvT );
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 i6 = mul( bdhf, Yuv_weight);
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bdhf = mul( mat4x3(I7, C6, A3, G2), yuvT );
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 i7 = mul( bdhf, Yuv_weight);
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bdhf = mul( mat4x3(H7, F6, B3, D2), yuvT );
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 h7 = mul( bdhf, Yuv_weight);
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vec4 f6 = h7.yzwx;
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vec4 c3 = i6.yzwx;
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vec4 g2 = i7.wxyz;
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vec4 b3 = h7.zwxy;
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vec4 d2 = h7.wxyz;
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//groan, gotta separate these into their components???
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interp_restriction_lv1.x = !(e.x==f.x) && !(e.x==h.x);
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interp_restriction_lv1.y = !(e.y==f.y) && !(e.y==h.y);
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interp_restriction_lv1.z = !(e.z==f.z) && !(e.z==h.z);
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interp_restriction_lv1.w = !(e.w==f.w) && !(e.w==h.w);
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interp_restriction_lv2_left.x = (e.x!=g.x && d.x!=g.x && (eq(e, d).x || eq(h, g).x));
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interp_restriction_lv2_left.y = (e.y!=g.y && d.y!=g.y && (eq(e, d).y || eq(h, g).y));
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interp_restriction_lv2_left.z = (e.z!=g.z && d.z!=g.z && (eq(e, d).z || eq(h, g).z));
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interp_restriction_lv2_left.w = (e.w!=g.w && d.w!=g.w && (eq(e, d).w || eq(h, g).w));
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interp_restriction_lv2_up.x = (e.x!=c.x && b.x!=c.x && (eq(e, b).x || eq(f, c).x));
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interp_restriction_lv2_up.y = (e.y!=c.y && b.y!=c.y && (eq(e, b).y || eq(f, c).y));
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interp_restriction_lv2_up.z = (e.z!=c.z && b.z!=c.z && (eq(e, b).z || eq(f, c).z));
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interp_restriction_lv2_up.w = (e.w!=c.w && b.w!=c.w && (eq(e, b).w || eq(f, c).w));
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interp_restriction_lv3_left.x = (e.x!=g0.x && d0.x!=g0.x && (eq(d,d0).x || eq(g,g0).x));
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interp_restriction_lv3_left.y = (e.y!=g0.y && d0.y!=g0.y && (eq(d,d0).y || eq(g,g0).y));
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interp_restriction_lv3_left.z = (e.z!=g0.z && d0.z!=g0.z && (eq(d,d0).z || eq(g,g0).z));
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interp_restriction_lv3_left.w = (e.w!=g0.w && d0.w!=g0.w && (eq(d,d0).w || eq(g,g0).w));
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interp_restriction_lv3_up.x = (e.x!=c1.x && b1.x!=c1.x && (eq(b,b1).x || eq(c,c1).x));
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interp_restriction_lv3_up.y = (e.y!=c1.y && b1.y!=c1.y && (eq(b,b1).y || eq(c,c1).y));
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interp_restriction_lv3_up.z = (e.z!=c1.z && b1.z!=c1.z && (eq(b,b1).z || eq(c,c1).z));
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interp_restriction_lv3_up.w = (e.w!=c1.w && b1.w!=c1.w && (eq(b,b1).w || eq(c,c1).w));
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interp_restriction_lv4_left.x = (e.x!=g2.x && d2.x!=g2.x && (eq(d0,d2).x || eq(g0,g2).x));
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interp_restriction_lv4_left.y = (e.y!=g2.y && d2.y!=g2.y && (eq(d0,d2).y || eq(g0,g2).y));
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interp_restriction_lv4_left.z = (e.z!=g2.z && d2.z!=g2.z && (eq(d0,d2).z || eq(g0,g2).z));
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interp_restriction_lv4_left.w = (e.w!=g2.w && d2.w!=g2.w && (eq(d0,d2).w || eq(g0,g2).w));
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interp_restriction_lv4_up.x = (e.x!=c3.x && b3.x!=c3.x && (eq(b1,b3).x || eq(c1,c3).x));
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interp_restriction_lv4_up.y = (e.y!=c3.y && b3.y!=c3.y && (eq(b1,b3).y || eq(c1,c3).y));
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interp_restriction_lv4_up.z = (e.z!=c3.z && b3.z!=c3.z && (eq(b1,b3).z || eq(c1,c3).z));
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interp_restriction_lv4_up.w = (e.w!=c3.w && b3.w!=c3.w && (eq(b1,b3).w || eq(c1,c3).w));
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vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
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vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
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edr0.x = (wd1.x <= wd2.x) && interp_restriction_lv1.x;
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edr0.y = (wd1.y <= wd2.y) && interp_restriction_lv1.y;
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edr0.z = (wd1.z <= wd2.z) && interp_restriction_lv1.z;
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edr0.w = (wd1.w <= wd2.w) && interp_restriction_lv1.w;
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edr.x = (wd1.x < wd2.x) && interp_restriction_lv1.x && ( !eq(f,b).x && !id(f,c,f,b).x || !eq(h,d).x && !id(h,g,h,d).x || eq(e,g).x || eq(e,c).x);
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edr.y = (wd1.y < wd2.y) && interp_restriction_lv1.y && ( !eq(f,b).y && !id(f,c,f,b).y || !eq(h,d).y && !id(h,g,h,d).y || eq(e,g).y || eq(e,c).y);
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edr.z = (wd1.z < wd2.z) && interp_restriction_lv1.z && ( !eq(f,b).z && !id(f,c,f,b).z || !eq(h,d).z && !id(h,g,h,d).z || eq(e,g).z || eq(e,c).z);
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edr.w = (wd1.w < wd2.w) && interp_restriction_lv1.w && ( !eq(f,b).w && !id(f,c,f,b).w || !eq(h,d).w && !id(h,g,h,d).w || eq(e,g).w || eq(e,c).w);
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edr_left.x = ((cf2*df(f,g).x) <= df(h,c).x) && interp_restriction_lv2_left.x && edr.x;
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edr_left.y = ((cf2*df(f,g).y) <= df(h,c).y) && interp_restriction_lv2_left.y && edr.y;
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edr_left.z = ((cf2*df(f,g).z) <= df(h,c).z) && interp_restriction_lv2_left.z && edr.z;
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edr_left.w = ((cf2*df(f,g).w) <= df(h,c).w) && interp_restriction_lv2_left.w && edr.w;
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edr_up.x = (df(f,g).x >= (cf2*df(h,c).x)) && interp_restriction_lv2_up.x && edr.x;
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edr_up.y = (df(f,g).y >= (cf2*df(h,c).y)) && interp_restriction_lv2_up.y && edr.y;
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edr_up.z = (df(f,g).z >= (cf2*df(h,c).z)) && interp_restriction_lv2_up.z && edr.z;
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edr_up.w = (df(f,g).w >= (cf2*df(h,c).w)) && interp_restriction_lv2_up.w && edr.w;
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edr3_left.x = ((cf3*df(f,g0).x) <= df(h,c1).x) && interp_restriction_lv3_left.x && edr_left.x;
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edr3_left.y = ((cf3*df(f,g0).y) <= df(h,c1).y) && interp_restriction_lv3_left.y && edr_left.y;
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edr3_left.z = ((cf3*df(f,g0).z) <= df(h,c1).z) && interp_restriction_lv3_left.z && edr_left.z;
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edr3_left.w = ((cf3*df(f,g0).w) <= df(h,c1).w) && interp_restriction_lv3_left.w && edr_left.w;
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edr3_up.x = (df(f,g0).x >= (cf3*df(h,c1).x)) && interp_restriction_lv3_up.x && edr_up.x;
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edr3_up.y = (df(f,g0).y >= (cf3*df(h,c1).y)) && interp_restriction_lv3_up.y && edr_up.y;
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edr3_up.z = (df(f,g0).z >= (cf3*df(h,c1).z)) && interp_restriction_lv3_up.z && edr_up.z;
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edr3_up.w = (df(f,g0).w >= (cf3*df(h,c1).w)) && interp_restriction_lv3_up.w && edr_up.w;
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edr4_left.x = ((cf4*df(f,g2).x) <= df(h,c3).x) && interp_restriction_lv4_left.x && edr3_left.x;
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edr4_left.y = ((cf4*df(f,g2).y) <= df(h,c3).y) && interp_restriction_lv4_left.y && edr3_left.y;
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edr4_left.z = ((cf4*df(f,g2).z) <= df(h,c3).z) && interp_restriction_lv4_left.z && edr3_left.z;
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edr4_left.w = ((cf4*df(f,g2).w) <= df(h,c3).w) && interp_restriction_lv4_left.w && edr3_left.w;
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edr4_up.x = (df(f,g2).x >= (cf4*df(h,c3).x)) && interp_restriction_lv4_up.x && edr3_up.x;
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edr4_up.y = (df(f,g2).y >= (cf4*df(h,c3).y)) && interp_restriction_lv4_up.y && edr3_up.y;
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edr4_up.z = (df(f,g2).z >= (cf4*df(h,c3).z)) && interp_restriction_lv4_up.z && edr3_up.z;
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edr4_up.w = (df(f,g2).w >= (cf4*df(h,c3).w)) && interp_restriction_lv4_up.w && edr3_up.w;
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||||
/* condensed
|
||||
interp_restriction_lv2_left = or(and(and(notEqual(e,g) , notEqual(d,g)) , eq(e, d)) , eq(h, g));
|
||||
interp_restriction_lv2_up = or(and(and(notEqual(e,c) , notEqual(b,c)) , eq(e, b)) , eq(f, c));
|
||||
interp_restriction_lv3_left = or(and(and(notEqual(e,g0) , notEqual(d0,g0)) , eq(d,d0)) , eq(g,g0));
|
||||
interp_restriction_lv3_up = or(and(and(notEqual(e,c1) , notEqual(b1,c1)) , eq(b,b1)) , eq(c,c1));
|
||||
interp_restriction_lv4_left = or(and(and(notEqual(e,g2) , notEqual(d2,g2)) , eq(d0,d2)) , eq(g0,g2));
|
||||
interp_restriction_lv4_up = or(and(and(notEqual(e,c3) , notEqual(b3,c3)) , eq(b1,b3)) , eq(c1,c3));
|
||||
|
||||
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
|
||||
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
|
||||
|
||||
bvec4 comp1 = and(not(eq(h,d)) , not(id(h,g,h,d)));
|
||||
bvec4 comp2 = and(not(eq(f,b)) , not(id(f,c,f,b)));
|
||||
|
||||
edr0 = and(lessThanEqual(wd1 , wd2) , interp_restriction_lv1);
|
||||
edr = and(lessThan(wd1 , wd2) , and(interp_restriction_lv1 , ( or(comp2 , or(comp1 , or(eq(e,g) , eq(e,c)))) ) ));
|
||||
edr_left = and(lessThanEqual((cf2*df(f,g)) , df(h,c)) , and(interp_restriction_lv2_left , edr));
|
||||
edr_up = and(greaterThanEqual(df(f,g) , (cf2*df(h,c))) , and(interp_restriction_lv2_up , edr));
|
||||
edr3_left = and(lessThanEqual((cf3*df(f,g0)) , df(h,c1)) , and(interp_restriction_lv3_left , edr_left));
|
||||
edr3_up = and(greaterThanEqual(df(f,g0) , (cf3*df(h,c1))) , and(interp_restriction_lv3_up , edr_up));
|
||||
edr4_left = and(lessThanEqual((cf4*df(f,g2)) , df(h,c3)) , and(interp_restriction_lv4_left , edr3_left));
|
||||
edr4_up = and(greaterThanEqual(df(f,g2) , (cf4*df(h,c3))) , and(interp_restriction_lv4_up , edr3_up));
|
||||
*/
|
||||
|
||||
vec4 info;
|
||||
|
||||
info.x = (edr0.x == true) ? 1.0 : 0.0;
|
||||
info.y = (edr0.y == true) ? 1.0 : 0.0;
|
||||
info.z = (edr0.z == true) ? 1.0 : 0.0;
|
||||
info.w = (edr0.w == true) ? 1.0 : 0.0;
|
||||
|
||||
info.x = (edr.x == true) ? 2.0 : info.x;
|
||||
info.y = (edr.y == true) ? 2.0 : info.y;
|
||||
info.z = (edr.z == true) ? 2.0 : info.z;
|
||||
info.w = (edr.w == true) ? 2.0 : info.w;
|
||||
|
||||
info.x = and(edr_up , not(edr_left)).x == true ? 3.0 : info.x;
|
||||
info.y = and(edr_up , not(edr_left)).y == true ? 3.0 : info.y;
|
||||
info.z = and(edr_up , not(edr_left)).z == true ? 3.0 : info.z;
|
||||
info.w = and(edr_up , not(edr_left)).w == true ? 3.0 : info.w;
|
||||
|
||||
info.x = and(edr_left , not(edr_up)).x == true ? 4.0 : info.x;
|
||||
info.y = and(edr_left , not(edr_up)).y == true ? 4.0 : info.y;
|
||||
info.z = and(edr_left , not(edr_up)).z == true ? 4.0 : info.z;
|
||||
info.w = and(edr_left , not(edr_up)).w == true ? 4.0 : info.w;
|
||||
|
||||
info.x = and(edr3_up , not(edr3_left)).x == true ? 5.0 : info.x;
|
||||
info.y = and(edr3_up , not(edr3_left)).y == true ? 5.0 : info.y;
|
||||
info.z = and(edr3_up , not(edr3_left)).z == true ? 5.0 : info.z;
|
||||
info.w = and(edr3_up , not(edr3_left)).w == true ? 5.0 : info.w;
|
||||
|
||||
info.x = and(edr3_left , not(edr3_up)).x == true ? 6.0 : info.x;
|
||||
info.y = and(edr3_left , not(edr3_up)).y == true ? 6.0 : info.y;
|
||||
info.z = and(edr3_left , not(edr3_up)).z == true ? 6.0 : info.z;
|
||||
info.w = and(edr3_left , not(edr3_up)).w == true ? 6.0 : info.w;
|
||||
|
||||
info.x = and(edr4_up , not(edr4_left)).x == true ? 7.0 : info.x;
|
||||
info.y = and(edr4_up , not(edr4_left)).y == true ? 7.0 : info.y;
|
||||
info.z = and(edr4_up , not(edr4_left)).z == true ? 7.0 : info.z;
|
||||
info.w = and(edr4_up , not(edr4_left)).w == true ? 7.0 : info.w;
|
||||
|
||||
info.x = and(edr4_left , not(edr4_up)).x == true ? 8.0 : info.x;
|
||||
info.y = and(edr4_left , not(edr4_up)).y == true ? 8.0 : info.y;
|
||||
info.z = and(edr4_left , not(edr4_up)).z == true ? 8.0 : info.z;
|
||||
info.w = and(edr4_left , not(edr4_up)).w == true ? 8.0 : info.w;
|
||||
|
||||
FragColor = vec4(remapTo01(info, maximo));
|
||||
}
|
291
xbr/shaders/xbr-mlv4-multipass/xbr-mlv4-pass2.slang
Normal file
291
xbr/shaders/xbr-mlv4-multipass/xbr-mlv4-pass2.slang
Normal file
|
@ -0,0 +1,291 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
|
||||
Hyllian's xBR MultiLevel4 Shader - Pass2
|
||||
|
||||
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
#define round(X) floor((X)+0.5)
|
||||
#define mul(a,b) (b*a)
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
|
||||
const float cf2 = 2.0;
|
||||
const float cf3 = 4.0;
|
||||
const float cf4 = 4.0;
|
||||
const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
|
||||
const vec4 eq_threshold2 = vec4( 5.0, 5.0, 5.0, 5.0);
|
||||
const vec4 eq_threshold3 = vec4(25.0, 25.0, 25.0, 25.0);
|
||||
const float y_weight = 48.0;
|
||||
const float u_weight = 7.0;
|
||||
const float v_weight = 6.0;
|
||||
const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
|
||||
const mat3 yuv_weighted = mat3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
|
||||
const vec4 maximo = vec4(255.0, 255.0, 255.0, 255.0);
|
||||
|
||||
|
||||
vec4 df(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(abs(A-B));
|
||||
}
|
||||
|
||||
bvec4 rd(vec4 A, vec4 B, vec4 C, vec4 D)
|
||||
{
|
||||
return (greaterThan(df(C,D)/(df(A,B)+0.000000001) , vec4(2.0)));
|
||||
}
|
||||
|
||||
bvec4 id(vec4 A, vec4 B, vec4 C, vec4 D)
|
||||
{
|
||||
return greaterThan(df(C,D) , df(A,B));
|
||||
}
|
||||
|
||||
vec4 remapTo01(vec4 v, vec4 high)
|
||||
{
|
||||
return (v/high);
|
||||
}
|
||||
|
||||
vec4 remapFrom01(vec4 v, vec4 high)
|
||||
{
|
||||
return round(high*v);
|
||||
}
|
||||
|
||||
bvec4 eq(vec4 A, vec4 B)
|
||||
{
|
||||
return lessThan(df(A, B) , eq_threshold);
|
||||
}
|
||||
|
||||
bvec4 eq2(vec4 A, vec4 B)
|
||||
{
|
||||
return lessThan(df(A, B) , eq_threshold2);
|
||||
}
|
||||
|
||||
bvec4 eq3(vec4 A, vec4 B)
|
||||
{
|
||||
return lessThan(df(A, B) , eq_threshold3);
|
||||
}
|
||||
|
||||
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
|
||||
{
|
||||
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
|
||||
}
|
||||
|
||||
bvec4 and(bvec4 A, bvec4 B)
|
||||
{
|
||||
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
|
||||
}
|
||||
|
||||
bvec4 or(bvec4 A, bvec4 B)
|
||||
{
|
||||
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
|
||||
}
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec4 t1;
|
||||
layout(location = 2) out vec4 t2;
|
||||
layout(location = 3) out vec4 t3;
|
||||
layout(location = 4) out vec4 t4;
|
||||
layout(location = 5) out vec4 t5;
|
||||
layout(location = 6) out vec4 t6;
|
||||
layout(location = 7) out vec4 t7;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.0004;
|
||||
|
||||
float dx = params.SourceSize.z;
|
||||
float dy = params.SourceSize.w;
|
||||
|
||||
// A1 B1 C1
|
||||
// A0 A B C C4
|
||||
// D0 D E F F4
|
||||
// G0 G H I I4
|
||||
// G5 H5 I5
|
||||
|
||||
t1 = vTexCoord.xxxy + vec4( -dx, 0., dx,-2.0*dy); // A1 B1 C1
|
||||
t2 = vTexCoord.xxxy + vec4( -dx, 0., dx, -dy); // A B C
|
||||
t3 = vTexCoord.xxxy + vec4( -dx, 0., dx, 0); // D E F
|
||||
t4 = vTexCoord.xxxy + vec4( -dx, 0., dx, dy); // G H I
|
||||
t5 = vTexCoord.xxxy + vec4( -dx, 0., dx, 2.0*dy); // G5 H5 I5
|
||||
t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0., dy); // A0 D0 G0
|
||||
t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0., dy); // C4 F4 I4
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec4 t1;
|
||||
layout(location = 2) in vec4 t2;
|
||||
layout(location = 3) in vec4 t3;
|
||||
layout(location = 4) in vec4 t4;
|
||||
layout(location = 5) in vec4 t5;
|
||||
layout(location = 6) in vec4 t6;
|
||||
layout(location = 7) in vec4 t7;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D Original;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 PA = texture(Source, t2.xw);
|
||||
vec4 PB = texture(Source, t2.yw);
|
||||
vec4 PC = texture(Source, t2.zw);
|
||||
|
||||
vec4 PD = texture(Source, t3.xw);
|
||||
vec4 PE = texture(Source, t3.yw);
|
||||
vec4 PF = texture(Source, t3.zw);
|
||||
|
||||
vec4 PG = texture(Source, t4.xw);
|
||||
vec4 PH = texture(Source, t4.yw);
|
||||
vec4 PI = texture(Source, t4.zw);
|
||||
|
||||
vec3 A1 = texture(Original, t1.xw).rgb;
|
||||
vec3 B1 = texture(Original, t1.yw).rgb;
|
||||
vec3 C1 = texture(Original, t1.zw).rgb;
|
||||
|
||||
vec3 A = texture(Original, t2.xw).rgb;
|
||||
vec3 B = texture(Original, t2.yw).rgb;
|
||||
vec3 C = texture(Original, t2.zw).rgb;
|
||||
|
||||
vec3 D = texture(Original, t3.xw).rgb;
|
||||
vec3 E = texture(Original, t3.yw).rgb;
|
||||
vec3 F = texture(Original, t3.zw).rgb;
|
||||
|
||||
vec3 G = texture(Original, t4.xw).rgb;
|
||||
vec3 H = texture(Original, t4.yw).rgb;
|
||||
vec3 I = texture(Original, t4.zw).rgb;
|
||||
|
||||
vec3 G5 = texture(Original, t5.xw).rgb;
|
||||
vec3 H5 = texture(Original, t5.yw).rgb;
|
||||
vec3 I5 = texture(Original, t5.zw).rgb;
|
||||
|
||||
vec3 A0 = texture(Original, t6.xy).rgb;
|
||||
vec3 D0 = texture(Original, t6.xz).rgb;
|
||||
vec3 G0 = texture(Original, t6.xw).rgb;
|
||||
|
||||
vec3 C4 = texture(Original, t7.xy).rgb;
|
||||
vec3 F4 = texture(Original, t7.xz).rgb;
|
||||
vec3 I4 = texture(Original, t7.xw).rgb;
|
||||
|
||||
vec4 b = mul( mat4x3(B, D, H, F), yuv_weighted[0] );
|
||||
vec4 c = mul( mat4x3(C, A, G, I), yuv_weighted[0] );
|
||||
vec4 e = mul( mat4x3(E, E, E, E), yuv_weighted[0] );
|
||||
vec4 d = b.yzwx;
|
||||
vec4 f = b.wxyz;
|
||||
vec4 g = c.zwxy;
|
||||
vec4 h = b.zwxy;
|
||||
vec4 i = c.wxyz;
|
||||
|
||||
vec4 i4 = mul( mat4x3(I4, C1, A0, G5), yuv_weighted[0] );
|
||||
vec4 i5 = mul( mat4x3(I5, C4, A1, G0), yuv_weighted[0] );
|
||||
vec4 h5 = mul( mat4x3(H5, F4, B1, D0), yuv_weighted[0] );
|
||||
vec4 f4 = h5.yzwx;
|
||||
|
||||
vec4 pe = remapFrom01(PE, maximo);
|
||||
vec4 pf = remapFrom01(PF, maximo);
|
||||
vec4 ph = remapFrom01(PH, maximo);
|
||||
vec4 pb = remapFrom01(PB, maximo);
|
||||
vec4 pd = remapFrom01(PD, maximo);
|
||||
|
||||
vec4 f2 = vec4(pf.z, pb.w, pd.x, ph.y);
|
||||
vec4 h2 = vec4(ph.z, pf.w, pb.x, pd.y);
|
||||
vec4 f1 = vec4(pf.y, pb.z, pd.w, ph.x);
|
||||
vec4 h3 = vec4(ph.w, pf.x, pb.y, pd.z);
|
||||
|
||||
bvec4 nbrs;
|
||||
nbrs.x = (pe.y > 1.0) || (pe.w > 1.0) ? true : false;
|
||||
nbrs.y = (pe.z > 1.0) || (pe.x > 1.0) ? true : false;
|
||||
nbrs.z = (pe.w > 1.0) || (pe.y > 1.0) ? true : false;
|
||||
nbrs.w = (pe.x > 1.0) || (pe.z > 1.0) ? true : false;
|
||||
|
||||
bvec4 jag1;
|
||||
jag1.x = (f2.x > 1.0) || (h2.x > 1.0) ? true : false;
|
||||
jag1.y = (f2.y > 1.0) || (h2.y > 1.0) ? true : false;
|
||||
jag1.z = (f2.z > 1.0) || (h2.z > 1.0) ? true : false;
|
||||
jag1.w = (f2.w > 1.0) || (h2.w > 1.0) ? true : false;
|
||||
|
||||
bvec4 jag2;
|
||||
jag2.x = (f2.x > 2.0) || (h2.x > 2.0) ? true : false;
|
||||
jag2.x = (f2.y > 2.0) || (h2.y > 2.0) ? true : false;
|
||||
jag2.x = (f2.z > 2.0) || (h2.z > 2.0) ? true : false;
|
||||
jag2.x = (f2.w > 2.0) || (h2.w > 2.0) ? true : false;
|
||||
|
||||
bvec4 jag3;
|
||||
jag3.x = (f2.x > 4.0) || (h2.x > 4.0) ? true : false;
|
||||
jag3.y = (f2.y > 4.0) || (h2.y > 4.0) ? true : false;
|
||||
jag3.z = (f2.z > 4.0) || (h2.z > 4.0) ? true : false;
|
||||
jag3.w = (f2.w > 4.0) || (h2.w > 4.0) ? true : false;
|
||||
|
||||
pe.x = (pe.x == 7.0 || pe.x == 8.0) ? ((jag3.x) ? pe.x : (pe.x - 2.0)) : pe.x;
|
||||
pe.y = (pe.y == 7.0 || pe.y == 8.0) ? ((jag3.y) ? pe.y : (pe.y - 2.0)) : pe.y;
|
||||
pe.z = (pe.z == 7.0 || pe.z == 8.0) ? ((jag3.z) ? pe.z : (pe.z - 2.0)) : pe.z;
|
||||
pe.w = (pe.w == 7.0 || pe.w == 8.0) ? ((jag3.w) ? pe.w : (pe.w - 2.0)) : pe.w;
|
||||
|
||||
pe.x = (pe.x == 5.0 || pe.x == 6.0) ? ((jag2.x) ? pe.x : (pe.x - 2.0)) : pe.x;
|
||||
pe.y = (pe.y == 5.0 || pe.y == 6.0) ? ((jag2.y) ? pe.y : (pe.y - 2.0)) : pe.y;
|
||||
pe.z = (pe.z == 5.0 || pe.z == 6.0) ? ((jag2.z) ? pe.z : (pe.z - 2.0)) : pe.z;
|
||||
pe.w = (pe.w == 5.0 || pe.w == 6.0) ? ((jag2.w) ? pe.w : (pe.w - 2.0)) : pe.w;
|
||||
|
||||
bvec4 jag91;
|
||||
jag91.x = ((id(h,i,e,h).x || id(i4,i,f4,i4).x) && (f2.x > 1.0) && (f1.x > 1.0));
|
||||
jag91.y = ((id(h,i,e,h).y || id(i4,i,f4,i4).y) && (f2.y > 1.0) && (f1.y > 1.0));
|
||||
jag91.z = ((id(h,i,e,h).z || id(i4,i,f4,i4).z) && (f2.z > 1.0) && (f1.z > 1.0));
|
||||
jag91.w = ((id(h,i,e,h).w || id(i4,i,f4,i4).w) && (f2.w > 1.0) && (f1.w > 1.0));
|
||||
|
||||
bvec4 jag92;
|
||||
jag92.x = ((id(f,i,e,f).x || id(i5,i,h5,i5).x) && (h2.x > 1.0) && (h3.x > 1.0));
|
||||
jag92.y = ((id(f,i,e,f).y || id(i5,i,h5,i5).y) && (h2.y > 1.0) && (h3.y > 1.0));
|
||||
jag92.z = ((id(f,i,e,f).z || id(i5,i,h5,i5).z) && (h2.z > 1.0) && (h3.z > 1.0));
|
||||
jag92.w = ((id(f,i,e,f).w || id(i5,i,h5,i5).w) && (h2.w > 1.0) && (h3.w > 1.0));
|
||||
|
||||
bvec4 jag93 = ( rd(h,g,e,g));
|
||||
bvec4 jag94 = ( rd(f,c,e,c));
|
||||
|
||||
bvec4 jag9;
|
||||
jag9.x = (!(jag91.x && jag93.x || jag92.x && jag94.x));
|
||||
jag9.y = (!(jag91.y && jag93.y || jag92.y && jag94.y));
|
||||
jag9.z = (!(jag91.z && jag93.z || jag92.z && jag94.z));
|
||||
jag9.w = (!(jag91.w && jag93.w || jag92.w && jag94.w));
|
||||
|
||||
pe.x = ((pe.x == 0.0) || (!nbrs.x || jag1.x) && jag9.x) ? pe.x : 1.0;
|
||||
pe.y = ((pe.y == 0.0) || (!nbrs.y || jag1.y) && jag9.y) ? pe.y : 1.0;
|
||||
pe.z = ((pe.z == 0.0) || (!nbrs.z || jag1.z) && jag9.z) ? pe.z : 1.0;
|
||||
pe.w = ((pe.w == 0.0) || (!nbrs.w || jag1.w) && jag9.w) ? pe.w : 1.0;
|
||||
|
||||
FragColor = vec4(remapTo01(pe, maximo));
|
||||
}
|
250
xbr/shaders/xbr-mlv4-multipass/xbr-mlv4-pass3.slang
Normal file
250
xbr/shaders/xbr-mlv4-multipass/xbr-mlv4-pass3.slang
Normal file
|
@ -0,0 +1,250 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
|
||||
Hyllian's xBR MultiLevel4 Shader - Pass3
|
||||
|
||||
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
#define round(X) floor((X)+0.5)
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define mul(a,b) (b*a)
|
||||
|
||||
const float coef = 2.0;
|
||||
const float cf = 4.0;
|
||||
const float eq_threshold = 15.0;
|
||||
const float y_weight = 48.0;
|
||||
const float u_weight = 7.0;
|
||||
const float v_weight = 6.0;
|
||||
const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
|
||||
const mat3 yuv_weighted = mat3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
|
||||
const vec4 maximo = vec4(255.0, 255.0, 255.0, 255.0);
|
||||
const vec4 low = vec4(-64.0, -64.0, -64.0, -64.0);
|
||||
const vec4 high = vec4( 64.0, 64.0, 64.0, 64.0);
|
||||
|
||||
const mat2x4 sym_vectors = mat2x4(1., 1., -1., -1., 1., -1., -1., 1.);
|
||||
|
||||
// Bx, Ay, C
|
||||
const vec3 lines[13] = {
|
||||
vec3(4.0, 4.0, 4.0), // 0 NL
|
||||
vec3(4.0, 4.0, 3.0), // 1 LV0
|
||||
vec3(4.0, 4.0, 2.0), // 2 LV1
|
||||
vec3(8.0, 4.0, 2.0), // 3 LV2u
|
||||
vec3(4.0, 8.0, 2.0), // 4 LV2l
|
||||
vec3(12.0, 4.0, 2.0), // 5 LV3u
|
||||
vec3(4.0,12.0, 2.0), // 6 LV3l
|
||||
vec3(16.0, 4.0, 2.0), // 7 LV4u
|
||||
vec3(4.0,16.0, 2.0), // 8 LV4l
|
||||
|
||||
vec3(12.0, 4.0, 6.0), // 9 LV3u
|
||||
vec3(4.0,12.0, 6.0), // 10 LV3l
|
||||
vec3(16.0, 4.0, 6.0), // 11 LV4u
|
||||
vec3(4.0,16.0, 6.0) // 12 LV4l
|
||||
};
|
||||
|
||||
vec4 remapTo01(vec4 v, vec4 low, vec4 high)
|
||||
{
|
||||
return saturate((v - low)/(high-low));
|
||||
}
|
||||
|
||||
float remapFrom01(float v, float high)
|
||||
{
|
||||
return round(high*v);
|
||||
}
|
||||
|
||||
float df(float A, float B)
|
||||
{
|
||||
return abs(A-B);
|
||||
}
|
||||
|
||||
bool eq(float A, float B)
|
||||
{
|
||||
return (df(A, B) < eq_threshold);
|
||||
}
|
||||
|
||||
float weighted_distance(float a, float b, float c, float d, float e, float f, float g, float h)
|
||||
{
|
||||
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
|
||||
}
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec4 t1;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.0004;
|
||||
float dx = params.OriginalSize.z;
|
||||
float dy = params.OriginalSize.w;
|
||||
|
||||
// A3 B3 C3
|
||||
// A1 B1 C1
|
||||
//A2 A0 A B C C4 C6
|
||||
//D2 D0 D E F F4 F6
|
||||
//G2 G0 G H I I4 I6
|
||||
// G5 H5 I5
|
||||
// G7 H7 I7
|
||||
|
||||
t1 = vec4(dx, 0., 0., dy); // F H
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec4 t1;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D Original;
|
||||
|
||||
void main()
|
||||
{
|
||||
float px;
|
||||
|
||||
vec2 pos = fract(vTexCoord.xy * params.OriginalSize.xy) - vec2(0.4999, 0.4999); // pos = pixel position
|
||||
vec2 dir = sign(pos); // dir = pixel direction
|
||||
|
||||
vec2 g1 = dir * ( saturate(-dir.y*dir.x) * t1.zw + saturate( dir.y*dir.x) * t1.xy );
|
||||
vec2 g2 = dir * ( saturate( dir.y*dir.x) * t1.zw + saturate(-dir.y*dir.x) * t1.xy );
|
||||
|
||||
vec3 E = texture(Original, vTexCoord ).rgb;
|
||||
vec3 F = texture(Original, vTexCoord + g1).rgb;
|
||||
vec3 H = texture(Original, vTexCoord + g2).rgb;
|
||||
vec3 I = texture(Original, vTexCoord + g1 + g2).rgb;
|
||||
vec3 F4 = texture(Original, vTexCoord + 2.0 * g1).rgb;
|
||||
vec3 H5 = texture(Original, vTexCoord + 2.0 * g2).rgb;
|
||||
|
||||
float e = dot(E, yuv_weighted[0]);
|
||||
float f = dot(F, yuv_weighted[0]);
|
||||
float h = dot(H, yuv_weighted[0]);
|
||||
float i = dot(I, yuv_weighted[0]);
|
||||
float f4 = dot(F4, yuv_weighted[0]);
|
||||
float h5 = dot(H5, yuv_weighted[0]);
|
||||
|
||||
vec4 icomp = round(saturate(mul(dir, sym_vectors))); // choose info component
|
||||
|
||||
float infoE = remapFrom01(dot(texture(Source, vTexCoord ), icomp), 255.0); // retrieve 1st pass info
|
||||
float infoF = remapFrom01(dot(texture(Source, vTexCoord+g1), icomp), 255.0); // 1st pass info from neighbor r
|
||||
float infoH = remapFrom01(dot(texture(Source, vTexCoord+g2), icomp), 255.0); // 1st pass info from neighbor d
|
||||
|
||||
vec4 lparam;
|
||||
vec2 addr;
|
||||
|
||||
if (infoF == 8.0)
|
||||
{
|
||||
lparam.xyz = lines[12];
|
||||
px = float(df(f,f4) <= df(f,i));
|
||||
addr.x = 2. * px + saturate(1.0 - px);
|
||||
addr.y = saturate(1.0 - px);
|
||||
}
|
||||
else if (infoH == 7.0)
|
||||
{
|
||||
lparam.xyz = lines[11];
|
||||
px = float(df(h,h5) <= df(h,i));
|
||||
addr.x = saturate(1.0 - px);
|
||||
addr.y = 2. * px + saturate(1.0 - px);
|
||||
}
|
||||
else if (infoF == 6.0)
|
||||
{
|
||||
lparam.xyz = lines[10];
|
||||
px = float(df(f,f4) <= df(f,i));
|
||||
addr.x = 2. * px + saturate(1.0 - px);
|
||||
addr.y = saturate(1.0 - px);
|
||||
}
|
||||
else if (infoH == 5.0)
|
||||
{
|
||||
lparam.xyz = lines[9];
|
||||
px = float(df(h,h5) <= df(h,i));
|
||||
addr.x = saturate(1.0 - px);
|
||||
addr.y = 2. * px + saturate(1.0 - px);
|
||||
}
|
||||
else
|
||||
{
|
||||
px = float(df(e,f) <= df(e,h));
|
||||
addr.x = px;
|
||||
addr.y = saturate(1.0 - px);
|
||||
/*
|
||||
lparam.xyz = ((infoE == 1.0) ? lines[1] : lines[0]);
|
||||
lparam.xyz = ((infoE == 2.0) ? lines[2] : lparam.xyz);
|
||||
lparam.xyz = ((infoE == 3.0) ? lines[3] : lparam.xyz);
|
||||
lparam.xyz = ((infoE == 4.0) ? lines[4] : lparam.xyz);
|
||||
lparam.xyz = ((infoE == 5.0) ? lines[5] : lparam.xyz);
|
||||
lparam.xyz = ((infoE == 6.0) ? lines[6] : lparam.xyz);
|
||||
lparam.xyz = ((infoE == 7.0) ? lines[7] : lparam.xyz);
|
||||
lparam.xyz = ((infoE == 8.0) ? lines[8] : lparam.xyz);
|
||||
*/
|
||||
lparam.xyz = (infoE == 8.0) ? lines[8] : ((infoE == 7.0) ? lines[7] : ((infoE == 6.0) ? lines[6] : ((infoE == 5.0) ? lines[5] : ((infoE == 4.0) ? lines[4] : ((infoE == 3.0) ? lines[3] : ((infoE == 2.0) ? lines[2] : ((infoE == 1.0) ? lines[1] : lines[0])))))));
|
||||
}
|
||||
|
||||
bool inv = (dir.x*dir.y) < 0.0 ? true : false;
|
||||
|
||||
// Rotate address from relative to absolute.
|
||||
addr = addr * dir.yx;
|
||||
addr = inv ? addr.yx : addr;
|
||||
|
||||
// Rotate straight line equation from relative to absolute.
|
||||
lparam.xy = lparam.xy * dir.yx;
|
||||
lparam.xy = inv ? lparam.yx : lparam.xy;
|
||||
|
||||
addr.x += 2.0;
|
||||
addr.y += 2.0;
|
||||
|
||||
lparam.w = addr.x * 8.0 + addr.y;
|
||||
|
||||
FragColor = vec4(remapTo01(lparam, low, high));
|
||||
}
|
||||
|
||||
/*
|
||||
19 1
|
||||
9 1
|
||||
4 0
|
||||
2 0
|
||||
1 1
|
||||
0 0
|
||||
|
||||
0 0000 ND
|
||||
1 0001 EDR0
|
||||
2 0010 EDR
|
||||
3 0011 EDRU
|
||||
4 0100 EDRL
|
||||
5 0101 EDRU3
|
||||
6 0110 EDRL3
|
||||
|
||||
0 1 2 3 4
|
||||
-2 -1 0 1 2
|
||||
|
||||
*/
|
175
xbr/shaders/xbr-mlv4-multipass/xbr-mlv4-pass4.slang
Normal file
175
xbr/shaders/xbr-mlv4-multipass/xbr-mlv4-pass4.slang
Normal file
|
@ -0,0 +1,175 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
|
||||
Hyllian's xBR MultiLevel4 Shader - Pass4
|
||||
|
||||
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
#define round(X) floor((X)+0.5)
|
||||
#define mul(a,b) (b*a)
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
|
||||
const vec3 bin = vec3( 4.0, 2.0, 1.0);
|
||||
const vec4 low = vec4(-64.0, -64.0, -64.0, -64.0);
|
||||
const vec4 high = vec4( 64.0, 64.0, 64.0, 64.0);
|
||||
|
||||
vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
|
||||
{
|
||||
return round(mix(low, high, v));
|
||||
}
|
||||
|
||||
float c_df(vec3 c1, vec3 c2)
|
||||
{
|
||||
vec3 df = abs(c1 - c2);
|
||||
return df.r + df.g + df.b;
|
||||
}
|
||||
|
||||
vec4 unpack_info(float i)
|
||||
{
|
||||
vec4 info;
|
||||
info.x = round(modf(i / 2.0, i));
|
||||
info.y = round(modf(i / 2.0, i));
|
||||
info.z = round(modf(i / 2.0, i));
|
||||
info.w = i;
|
||||
|
||||
return info;
|
||||
}
|
||||
|
||||
float df(float A, float B)
|
||||
{
|
||||
return abs(A-B);
|
||||
}
|
||||
|
||||
#define GET_PIXEL(PARAM, PIXEL)\
|
||||
info = PARAM;\
|
||||
ay.z = round( modf( info / 2.0, info ) );\
|
||||
ay.y = round( modf( info / 2.0, info ) );\
|
||||
ay.x = round( modf( info / 2.0, info ) );\
|
||||
ax.z = round( modf( info / 2.0, info ) );\
|
||||
ax.y = round( modf( info / 2.0, info ) );\
|
||||
ax.x = round( info );\
|
||||
iq.x = dot( ax, bin ) - 2.0;\
|
||||
iq.y = dot( ay, bin ) - 2.0;\
|
||||
PIXEL = texture( Original, vTexCoord + iq.x * t1.xy + iq.y * t1.zw ).xyz;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec4 t1;
|
||||
layout(location = 2) out float scale_factor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.0004;
|
||||
float dx = params.OriginalSize.z;
|
||||
float dy = params.OriginalSize.w;
|
||||
|
||||
// A3 B3 C3
|
||||
// A1 B1 C1
|
||||
//A2 A0 A B C C4 C6
|
||||
//D2 D0 D E F F4 F6
|
||||
//G2 G0 G H I I4 I6
|
||||
// G5 H5 I5
|
||||
// G7 H7 I7
|
||||
t1 = vec4(dx, 0., 0., dy); // F H
|
||||
scale_factor = params.OutputSize.x * params.OriginalSize.z;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec4 t1;
|
||||
layout(location = 2) in float scale_factor;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D Original;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 fp = fract( vTexCoord * params.OriginalSize.xy ) - vec2( 0.4999, 0.4999 ); // pos = pixel position
|
||||
|
||||
vec2 pxcoord = floor(vTexCoord * params.OriginalSize.xy) * params.OriginalSize.zw;
|
||||
|
||||
vec4 UL = texture(Source, pxcoord + 0.25 * t1.xy + 0.25 * t1.zw );
|
||||
vec4 UR = texture(Source, pxcoord + 0.75 * t1.xy + 0.25 * t1.zw );
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vec4 DL = texture(Source, pxcoord + 0.25 * t1.xy + 0.75 * t1.zw );
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vec4 DR = texture(Source, pxcoord + 0.75 * t1.xy + 0.75 * t1.zw );
|
||||
|
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vec4 ulparam = remapFrom01( UL, low, high ); // retrieve 1st pass info
|
||||
vec4 urparam = remapFrom01( UR, low, high ); // retrieve 1st pass info
|
||||
vec4 dlparam = remapFrom01( DL, low, high ); // retrieve 1st pass info
|
||||
vec4 drparam = remapFrom01( DR, low, high ); // retrieve 1st pass info
|
||||
|
||||
vec3 E = texture( Original, vTexCoord ).xyz;
|
||||
|
||||
vec3 ax, ay, PX, PY, PZ, PW;
|
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float info;
|
||||
vec2 iq;
|
||||
|
||||
GET_PIXEL(ulparam.w, PX);
|
||||
GET_PIXEL(urparam.w, PY);
|
||||
GET_PIXEL(dlparam.w, PZ);
|
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GET_PIXEL(drparam.w, PW);
|
||||
|
||||
vec3 fp1 = vec3( fp, -1. );
|
||||
|
||||
vec3 color;
|
||||
vec4 fx;
|
||||
|
||||
vec4 inc = vec4(abs(ulparam.x / ulparam.y), abs(urparam.x / urparam.y), abs(dlparam.x / dlparam.y), abs(drparam.x / drparam.y));
|
||||
vec4 level = max(inc, 1.0 / inc);
|
||||
|
||||
fx.x = saturate( dot( fp1, ulparam.xyz ) * scale_factor / ( 8. * level.x ) + 0.5 );
|
||||
fx.y = saturate( dot( fp1, urparam.xyz ) * scale_factor / ( 8. * level.y ) + 0.5 );
|
||||
fx.z = saturate( dot( fp1, dlparam.xyz ) * scale_factor / ( 8. * level.z ) + 0.5 );
|
||||
fx.w = saturate( dot( fp1, drparam.xyz ) * scale_factor / ( 8. * level.w ) + 0.5 );
|
||||
|
||||
vec3 c1, c2, c3, c4;
|
||||
|
||||
c1 = mix( E, PX, fx.x );
|
||||
c2 = mix( E, PY, fx.y );
|
||||
c3 = mix( E, PZ, fx.z );
|
||||
c4 = mix( E, PW, fx.w );
|
||||
|
||||
color = c1;
|
||||
color = ( (c_df(c2, E) > c_df(color, E)) ) ? c2 : color;
|
||||
color = ( (c_df(c3, E) > c_df(color, E)) ) ? c3 : color;
|
||||
color = ( (c_df(c4, E) > c_df(color, E)) ) ? c4 : color;
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
Loading…
Reference in a new issue