mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-21 23:31:30 +11:00
add a bunch of hyllian shaders
This commit is contained in:
parent
91a3e4d8d9
commit
43c28f1f15
5
ddt/ddt.slangp
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5
ddt/ddt.slangp
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shaders = 1
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shader0 = shaders/ddt.slang
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filter_linear0 = false
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scale_type_0 = source
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146
ddt/shaders/ddt.slang
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146
ddt/shaders/ddt.slang
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@ -0,0 +1,146 @@
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#version 450
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/*
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Hyllian's DDT Shader
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Copyright (C) 2011-2016 Hyllian/Jararaca - 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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||||
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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 saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define decal Source
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const float3 Y = float3(.2126, .7152, .0722);
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float luma(float3 color)
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{
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return dot(color, Y);
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}
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float3 bilinear(float p, float q, float3 A, float3 B, float3 C, float3 D)
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{
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return ((1-p)*(1-q)*A + p*(1-q)*B + (1-p)*q*C + p*q*D);
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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 vec4 t1;
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layout(location = 2) out vec2 loc;
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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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float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1.xy = float2( dx, 0); // F
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t1.zw = float2( 0, dy); // H
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loc = vTexCoord*params.SourceSize.xy;
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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 vec4 t1;
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layout(location = 2) in vec2 loc;
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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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float2 pos = frac(loc * 1.00001)-float2(0.4999, 0.4999); // pos = pixel position
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float2 dir = sign(pos); // dir = pixel direction
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float2 g1 = dir*t1.xy;
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float2 g2 = dir*t1.zw;
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float3 A = tex2D(decal, vTexCoord ).xyz;
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float3 B = tex2D(decal, vTexCoord +g1 ).xyz;
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float3 C = tex2D(decal, vTexCoord +g2).xyz;
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float3 D = tex2D(decal, vTexCoord +g1+g2).xyz;
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float a = luma(A);
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float b = luma(B);
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float c = luma(C);
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float d = luma(D);
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float p = abs(pos.x);
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float q = abs(pos.y);
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float k = distance(pos,g1);
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float l = distance(pos,g2);
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float wd1 = abs(a-d);
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float wd2 = abs(b-c);
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if ( wd1 < wd2 )
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{
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if (k < l)
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{
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C = A + D - B;
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}
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else
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{
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B = A + D - C;
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}
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}
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else if (wd1 > wd2)
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{
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D = B + C - A;
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}
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float3 color = bilinear(p, q, A, B, C, D);
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FragColor = vec4(color, 1.0);
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}
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5
denoisers/fast-bilateral.slangp
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5
denoisers/fast-bilateral.slangp
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@ -0,0 +1,5 @@
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shaders = 1
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shader0 = shaders/fast-bilateral.slang
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filter_linear0 = false
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scale_type_0 = source
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137
denoisers/shaders/fast-bilateral.slang
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137
denoisers/shaders/fast-bilateral.slang
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#version 450
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/*
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Hyllian's Fast Bilateral Shader
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Copyright (C) 2011/2016 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
|
||||
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,
|
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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 SIGMA_R;
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} params;
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#pragma parameter SIGMA_R "Bilateral Blur" 0.4 0.0 1.0 0.1
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#define SIGMA_R params.SIGMA_R
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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 saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define decal Source
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#define GET(M,K) (tex2D(decal,tc+M*dx+K*dy).xyz)
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#define BIL(M,K) {col=GET(M,K);ds=M*M+K*K;weight=exp(-ds/sd2)*exp(-(col-center)*(col-center)/si2);color+=(weight*col);wsum+=weight;}
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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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float ds, sd2, si2;
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float sigma_d = 3.0;
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float sigma_r = SIGMA_R*0.04;
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float3 color = float3(0.0, 0.0, 0.0);
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float3 wsum = float3(0.0, 0.0, 0.0);
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float3 weight;
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float2 dx = float2(1.0, 0.0) * params.SourceSize.zw;
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float2 dy = float2(0.0, 1.0) * params.SourceSize.zw;
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sd2 = 2.0 * sigma_d * sigma_d;
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si2 = 2.0 * sigma_r * sigma_r;
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float2 tc = vTexCoord;
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float3 col;
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float3 center = GET(0,0);
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BIL(-2,-2)
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BIL(-1,-2)
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BIL( 0,-2)
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BIL( 1,-2)
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BIL( 2,-2)
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BIL(-2,-1)
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BIL(-1,-1)
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BIL( 0,-1)
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BIL( 1,-1)
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BIL( 2,-1)
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BIL(-2, 0)
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BIL(-1, 0)
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BIL( 0, 0)
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BIL( 1, 0)
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BIL( 2, 0)
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BIL(-2, 1)
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BIL(-1, 1)
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BIL( 0, 1)
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BIL( 1, 1)
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BIL( 2, 1)
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BIL(-2, 2)
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BIL(-1, 2)
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BIL( 0, 2)
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BIL( 1, 2)
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BIL( 2, 2)
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// Weight normalization
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color /= wsum;
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FragColor = vec4(color, 1.0);
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}
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32
nedi/fast-bilateral-nedi.slangp
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32
nedi/fast-bilateral-nedi.slangp
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shaders = "5"
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shader0 = ../denoisers/shaders/fast-bilateral.slang
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filter_linear0 = false
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scale_type_0 = source
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shader1 = "shaders/nedi-pass0.slang"
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filter_linear1 = false
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wrap_mode1 = "clamp_to_border"
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float_framebuffer1 = "false"
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scale_type_x1 = "source"
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scale_x1 = "2.000000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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shader2 = "shaders/nedi-pass1.slang"
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filter_linear2 = false
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wrap_mode2 = "clamp_to_border"
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float_framebuffer2 = "false"
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scale_type_x2 = "source"
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scale_x2 = "1.000000"
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scale_type_y2 = "source"
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scale_y2 = "2.000000"
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shader3 = "shaders/nedi-pass2.slang"
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filter_linear3 = false
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wrap_mode3 = "clamp_to_border"
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float_framebuffer3 = "false"
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scale_type_x3 = "source"
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scale_x3 = "1.000000"
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scale_type_y3 = "source"
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scale_y3 = "1.000000"
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shader4 = "shaders/nedi-jinc.slang"
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filter_linear4 = false
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wrap_mode4 = "clamp_to_border"
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float_framebuffer4 = "false"
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29
nedi/nedi.slangp
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29
nedi/nedi.slangp
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@ -0,0 +1,29 @@
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shaders = "4"
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shader0 = "shaders/nedi-pass0.slang"
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filter_linear0 = false
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wrap_mode0 = "clamp_to_border"
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float_framebuffer0 = "false"
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scale_type_x0 = "source"
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scale_x0 = "2.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = "shaders/nedi-pass1.slang"
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filter_linear1 = false
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wrap_mode1 = "clamp_to_border"
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float_framebuffer1 = "false"
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scale_type_x1 = "source"
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scale_x1 = "1.000000"
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scale_type_y1 = "source"
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scale_y1 = "2.000000"
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shader2 = "shaders/nedi-pass2.slang"
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filter_linear2 = false
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wrap_mode2 = "clamp_to_border"
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float_framebuffer2 = "false"
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scale_type_x2 = "source"
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scale_x2 = "1.000000"
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scale_type_y2 = "source"
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scale_y2 = "1.000000"
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shader3 = "shaders/nedi-jinc.slang"
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filter_linear3 = false
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wrap_mode3 = "clamp_to_border"
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float_framebuffer3 = "false"
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201
nedi/shaders/nedi-jinc.slang
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201
nedi/shaders/nedi-jinc.slang
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#version 450
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/*
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Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader
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Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
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||||
|
||||
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.
|
||||
|
||||
*/
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/*
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This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5,
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where r1 and r2 are the first two zeros of jinc function.
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For a jinc 2-lobe best approximation, use A=0.5 and B=0.825.
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*/
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// A=0.5, B=0.825 is the best jinc approximation for x<2.5. if B=1.0, it's a lanczos filter.
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// Increase A to get more blur. Decrease it to get a sharper picture.
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// B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns.
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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 JINC2_WINDOW_SINC;
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float JINC2_SINC;
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float JINC2_AR_STRENGTH;
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} params;
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#pragma parameter JINC2_WINDOW_SINC "Window Sinc Param" 0.42 0.0 1.0 0.01
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#pragma parameter JINC2_SINC "Sinc Param" 0.92 0.0 1.0 0.01
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#pragma parameter JINC2_AR_STRENGTH "Anti-ringing Strength" 0.8 0.0 1.0 0.1
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#define JINC2_WINDOW_SINC params.JINC2_WINDOW_SINC
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#define JINC2_SINC params.JINC2_SINC
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#define JINC2_AR_STRENGTH params.JINC2_AR_STRENGTH
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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 saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(a,b,c) mix(a,b,c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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||||
#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define float4x3 mat4x3
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#define halfpi 1.5707963267948966192313216916398
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#define pi 3.1415926535897932384626433832795
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#define wa (JINC2_WINDOW_SINC*pi)
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#define wb (JINC2_SINC*pi)
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|
||||
const float3 Y = float3(0.299, 0.587, 0.114);
|
||||
|
||||
float df(float A, float B)
|
||||
{
|
||||
return abs(A-B);
|
||||
}
|
||||
|
||||
// Calculates the distance between two points
|
||||
float d(float2 pt1, float2 pt2)
|
||||
{
|
||||
float2 v = pt2 - pt1;
|
||||
return sqrt(dot(v,v));
|
||||
}
|
||||
|
||||
float3 min4(float3 a, float3 b, float3 c, float3 d)
|
||||
{
|
||||
return min(a, min(b, min(c, d)));
|
||||
}
|
||||
|
||||
float3 max4(float3 a, float3 b, float3 c, float3 d)
|
||||
{
|
||||
return max(a, max(b, max(c, d)));
|
||||
}
|
||||
|
||||
float4 resampler(float4 x)
|
||||
{
|
||||
float4 res;
|
||||
|
||||
res = (x==float4(0.0, 0.0, 0.0, 0.0)) ? float4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.00001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
float3 color;
|
||||
float4x4 weights;
|
||||
|
||||
float2 dx = float2(1.0, 0.0);
|
||||
float2 dy = float2(0.0, 1.0);
|
||||
|
||||
float2 pc = vTexCoord*params.SourceSize.xy;
|
||||
|
||||
float2 tc = (floor(pc-float2(0.4999,0.4999))+float2(0.4999,0.4999));
|
||||
|
||||
weights[0] = resampler(float4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
|
||||
weights[1] = resampler(float4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
|
||||
weights[2] = resampler(float4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
|
||||
weights[3] = resampler(float4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
|
||||
|
||||
//weights[0][0] = weights[0][3] = weights[3][0] = weights[3][3] = 0.0;
|
||||
|
||||
dx = dx * params.SourceSize.zw;
|
||||
dy = dy * params.SourceSize.zw;
|
||||
tc = tc * params.SourceSize.zw;
|
||||
|
||||
// reading the texels
|
||||
|
||||
float3 c00 = tex2D(Source, tc -dx -dy).xyz;
|
||||
float3 c10 = tex2D(Source, tc -dy).xyz;
|
||||
float3 c20 = tex2D(Source, tc +dx -dy).xyz;
|
||||
float3 c30 = tex2D(Source, tc+2.0*dx -dy).xyz;
|
||||
float3 c01 = tex2D(Source, tc -dx ).xyz;
|
||||
float3 c11 = tex2D(Source, tc ).xyz;
|
||||
float3 c21 = tex2D(Source, tc +dx ).xyz;
|
||||
float3 c31 = tex2D(Source, tc+2.0*dx ).xyz;
|
||||
float3 c02 = tex2D(Source, tc -dx +dy).xyz;
|
||||
float3 c12 = tex2D(Source, tc +dy).xyz;
|
||||
float3 c22 = tex2D(Source, tc +dx +dy).xyz;
|
||||
float3 c32 = tex2D(Source, tc+2.0*dx +dy).xyz;
|
||||
float3 c03 = tex2D(Source, tc -dx+2.0*dy).xyz;
|
||||
float3 c13 = tex2D(Source, tc +2.0*dy).xyz;
|
||||
float3 c23 = tex2D(Source, tc +dx+2.0*dy).xyz;
|
||||
float3 c33 = tex2D(Source, tc+2.0*dx+2.0*dy).xyz;
|
||||
|
||||
|
||||
|
||||
color = mul(weights[0], float4x3(c00, c10, c20, c30));
|
||||
color+= mul(weights[1], float4x3(c01, c11, c21, c31));
|
||||
color+= mul(weights[2], float4x3(c02, c12, c22, c32));
|
||||
color+= mul(weights[3], float4x3(c03, c13, c23, c33));
|
||||
color = color/(dot(mul(weights, float4(1.0)), float4(1.0)));
|
||||
|
||||
|
||||
|
||||
// Anti-ringing
|
||||
// Get min/max samples
|
||||
|
||||
float3 min_sample = min4(c11, c21, c12, c22);
|
||||
float3 max_sample = max4(c11, c21, c12, c22);
|
||||
|
||||
float3 aux = color;
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
|
||||
color = mix(aux, color, JINC2_AR_STRENGTH);
|
||||
|
||||
// final sum and weight normalization
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
170
nedi/shaders/nedi-pass0.slang
Normal file
170
nedi/shaders/nedi-pass0.slang
Normal file
|
@ -0,0 +1,170 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
NEDI Shader - pass0
|
||||
|
||||
// This file is a part of MPDN Extensions.
|
||||
// https://github.com/zachsaw/MPDN_Extensions
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU Lesser General Public
|
||||
// License as published by the Free Software Foundation; either
|
||||
// version 3.0 of the License, or (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library.
|
||||
//
|
||||
|
||||
Sources ported from this discussion thread:
|
||||
|
||||
http://forum.doom9.org/showthread.php?t=170727
|
||||
|
||||
Ported by Hyllian - 2015.
|
||||
*/
|
||||
|
||||
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 saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define lerp(c) mix(c)
|
||||
#define mul(a,b) (b*a)
|
||||
#define fmod(c) mod(c)
|
||||
#define frac(c) fract(c)
|
||||
#define tex2D(c,d) texture(c,d)
|
||||
#define float2 vec2
|
||||
#define float3 vec3
|
||||
#define float4 vec4
|
||||
#define int2 ivec2
|
||||
#define int3 ivec3
|
||||
#define int4 ivec4
|
||||
#define bool2 bvec2
|
||||
#define bool3 bvec3
|
||||
#define bool4 bvec4
|
||||
#define float2x2 mat2x2
|
||||
#define float2x3 mat2x3
|
||||
#define float3x3 mat3x3
|
||||
#define float4x4 mat4x4
|
||||
#define float4x2 mat4x2
|
||||
|
||||
#define NEDI_WEIGHT 4.0
|
||||
#define NEDI_N 24.0
|
||||
#define NEDI_E 0.0
|
||||
#define NEDI_OFFSET 0.0
|
||||
|
||||
#define ITERATIONS 3
|
||||
#define WGT 2
|
||||
|
||||
#define width (params.SourceSize.x)
|
||||
#define height (params.SourceSize.y)
|
||||
|
||||
#define px (0.49999 / (params.SourceSize.x))
|
||||
#define py (0.49999 / (params.SourceSize.y))
|
||||
|
||||
#define offset NEDI_OFFSET
|
||||
//#define offset 0.0
|
||||
|
||||
#define Value(xy) (tex2D(Source,tex+float2(px,py)*(xy)).rgb)//-float4(0.0,0.4999,0.4999,0.0))
|
||||
|
||||
#define Get(xy) (dot(Value(xy),float3(.2126, .7152, .0722))+offset)
|
||||
#define Get4(xy) (float2(Get(xy+WGT*dir[0])+Get(xy+WGT*dir[1]),Get(xy+WGT*dir[2])+Get(xy+WGT*dir[3])))
|
||||
|
||||
#define sqr(x) (dot(x,x))
|
||||
#define I (float2x2(1,0,0,1))
|
||||
|
||||
//Cramer's method
|
||||
float2 solve(float2x2 A,float2 b) { return float2(determinant(float2x2(b,A[1])),determinant(float2x2(A[0],b)))/determinant(A); }
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.00001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
float2 tex = vTexCoord + float2(0.0, 0.25*params.SourceSize.w);
|
||||
|
||||
float4 c0 = tex2D(Source,tex);
|
||||
|
||||
/*
|
||||
wind[1] wind[2]
|
||||
-3
|
||||
-2 dir wind[0] 2 1
|
||||
-1 4 4 4 4
|
||||
0 1 2 1 2
|
||||
1 3 3 3 3
|
||||
2 1 2
|
||||
3
|
||||
*/
|
||||
/*
|
||||
wind[1] wind[2]
|
||||
-3 3 3
|
||||
-2 dir wind[0]
|
||||
-1 0 3 0 3 0 1
|
||||
0
|
||||
1 2 1 2 1 1 0
|
||||
2
|
||||
3 2 2
|
||||
*/
|
||||
|
||||
//Define window and directions - original
|
||||
float2 dir[4] = {{-1,-1},{1,1},{-1,1},{1,-1}};
|
||||
float4x2 wind[4] = {{{-1,-1},{1,1},{-1,1},{1,-1}},{{-3,-1},{3,1},{-1,3},{1,-3}},{{-3,1},{3,-1},{1,3},{-1,-3}},{{-3,-3},{ 3,3},{-3, 3},{3,-3}}};
|
||||
|
||||
//Initialization
|
||||
float2x2 R = float2x2(0.0);
|
||||
float2 r = float2(0.0);
|
||||
|
||||
float m[4] = {NEDI_WEIGHT, 1.0, 1.0, 1.0};
|
||||
|
||||
//Calculate (local) autocorrelation coefficients
|
||||
for (int k = 0; k<ITERATIONS; k+= 1){
|
||||
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
|
||||
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
|
||||
R += mul(transpose(C),m[k]*C);
|
||||
r += mul(y,m[k]*C);
|
||||
}
|
||||
|
||||
//Normalize
|
||||
float n = NEDI_N;
|
||||
R /= n; r /= n;
|
||||
|
||||
//Calculate a = R^-1 . r
|
||||
float e = NEDI_E;
|
||||
float2 a = solve(R+e*e*I,r+e*e/2.0);
|
||||
|
||||
//Nomalize 'a' (prevents overshoot)
|
||||
a = .25 + float2(.4999,-.4999)*clamp(a[0]-a[1],-1.0,1.0);
|
||||
|
||||
//Calculate result
|
||||
float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3])) * float2x2(a,a);
|
||||
float3 c = float3(x[0].xyz);
|
||||
//Skip pixels on wrong grid
|
||||
if (frac(tex.x*width)<0.499999) FragColor = c0;
|
||||
else FragColor = vec4(c, 1.0);
|
||||
}
|
176
nedi/shaders/nedi-pass1.slang
Normal file
176
nedi/shaders/nedi-pass1.slang
Normal file
|
@ -0,0 +1,176 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
NEDI Shader - pass1
|
||||
|
||||
// This file is a part of MPDN Extensions.
|
||||
// https://github.com/zachsaw/MPDN_Extensions
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU Lesser General Public
|
||||
// License as published by the Free Software Foundation; either
|
||||
// version 3.0 of the License, or (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library.
|
||||
//
|
||||
|
||||
Sources ported from this discussion thread:
|
||||
|
||||
http://forum.doom9.org/showthread.php?t=170727
|
||||
|
||||
Ported by Hyllian - 2015.
|
||||
*/
|
||||
|
||||
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 saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define lerp(c) mix(c)
|
||||
#define mul(a,b) (b*a)
|
||||
#define fmod(c) mod(c)
|
||||
#define frac(c) fract(c)
|
||||
#define tex2D(c,d) texture(c,d)
|
||||
#define float2 vec2
|
||||
#define float3 vec3
|
||||
#define float4 vec4
|
||||
#define int2 ivec2
|
||||
#define int3 ivec3
|
||||
#define int4 ivec4
|
||||
#define bool2 bvec2
|
||||
#define bool3 bvec3
|
||||
#define bool4 bvec4
|
||||
#define float2x2 mat2x2
|
||||
#define float2x3 mat2x3
|
||||
#define float3x3 mat3x3
|
||||
#define float4x4 mat4x4
|
||||
#define float4x2 mat4x2
|
||||
|
||||
#define s0 Source
|
||||
#define FIX(c) (c * 1.00001)
|
||||
|
||||
#define NEDI_WEIGHT2 4.0
|
||||
#define NEDI_N2 24.0
|
||||
#define NEDI_E2 0.0
|
||||
#define NEDI_OFFSET2 0.0
|
||||
|
||||
#define ITERATIONS 3
|
||||
#define WGT 2
|
||||
|
||||
#define width (params.SourceSize.x)
|
||||
#define height (params.SourceSize.y)
|
||||
|
||||
#define px (0.4999 * (params.SourceSize.z))
|
||||
#define py (0.4999 * (params.SourceSize.w))
|
||||
|
||||
#define offset NEDI_OFFSET2
|
||||
|
||||
#define Value(xy) (tex2D(s0,tex+float2(px,py)*(xy)).rgb)//-float4(0,0.4999,0.4999,0))
|
||||
|
||||
#define Get(xy) (dot(Value(xy),float3(.2126, .7152, .0722))+offset)
|
||||
#define Get4(xy) (float2(Get(xy+WGT*dir[0])+Get(xy+WGT*dir[1]),Get(xy+WGT*dir[2])+Get(xy+WGT*dir[3])))
|
||||
|
||||
#define sqr(x) (dot(x,x))
|
||||
#define I (float2x2(1,0,0,1))
|
||||
|
||||
//Cramer's method
|
||||
float2 solve(float2x2 A,float2 b) { return float2(determinant(float2x2(b,A[1])),determinant(float2x2(A[0],b)))/determinant(A); }
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.00001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
float2 tex = vTexCoord;
|
||||
|
||||
float4 c0 = tex2D(s0,tex);
|
||||
|
||||
//Define window and directions
|
||||
float2 dir[4] = {{-1,0},{1,0},{0,1},{0,-1}};
|
||||
float4x2 wind[7] = {{{-1,0},{1,0},{0,1},{0,-1}},{{-2,-1},{2,1},{-1,2},{1,-2}},{{-3,-2},{3,2},{-2,3},{2,-3}},
|
||||
{{-2,1},{2,-1},{1,2},{-1,-2}},{{-3,2},{3,-2},{2,3},{-2,-3}},
|
||||
{{-4,-1},{4,1},{-1,4},{1,-4}},{{-4,1},{4,-1},{1,4},{-1,-4}}};
|
||||
|
||||
/*
|
||||
wind[1] wind[2]
|
||||
-3
|
||||
-2 dir wind[0] 2 1
|
||||
-1 4 4 4 4
|
||||
0 1 2 1 2
|
||||
1 3 3 3 3
|
||||
2 1 2
|
||||
3
|
||||
*/
|
||||
|
||||
/*
|
||||
wind[1] wind[2]
|
||||
-3 3 1
|
||||
-2 dir wind[0]
|
||||
-1 1 4 1 3 1 3
|
||||
0
|
||||
1 3 2 2 4 4 2
|
||||
2
|
||||
3 2 4
|
||||
*/
|
||||
|
||||
//Initialization
|
||||
float2x2 R = float2x2(0.0);
|
||||
float2 r = float2(0.0);
|
||||
|
||||
float m[7] = {NEDI_WEIGHT2, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0};
|
||||
|
||||
//Calculate (local) autocorrelation coefficients
|
||||
for (int k = 0; k<ITERATIONS; k+= 1){
|
||||
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
|
||||
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
|
||||
R += mul(transpose(C),m[k]*C);
|
||||
r += mul(y,m[k]*C);
|
||||
}
|
||||
|
||||
//Normalize
|
||||
float n = NEDI_N2;
|
||||
R /= n; r /= n;
|
||||
|
||||
//Calculate a = R^-1 . r
|
||||
float e = NEDI_E2;
|
||||
float2 a = solve(R+e*e*I,r+e*e/2.0);
|
||||
|
||||
//Nomalize 'a' (prevents overshoot)
|
||||
a = .25 + float2(.4999,-.4999)*clamp(a[0]-a[1],-1.0,1.0);
|
||||
|
||||
//Calculate result
|
||||
float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3])) * float2x2(a,a);
|
||||
float3 c = float3(x[0].xyz);
|
||||
|
||||
//Skip pixels on wrong grid
|
||||
if ((frac(tex.x*width/2.0)<0.4999)&&(frac(tex.y*height)<0.4999) || (frac(tex.x*width/2.0)>0.4999)&&(frac(tex.y*height)>0.4999)) FragColor = c0;
|
||||
else FragColor = float4(c, 1.0);//+float4(0,0.49999,0.49999,0);
|
||||
}
|
167
nedi/shaders/nedi-pass2.slang
Normal file
167
nedi/shaders/nedi-pass2.slang
Normal file
|
@ -0,0 +1,167 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
NEDI Shader - pass2
|
||||
|
||||
// This file is a part of MPDN Extensions.
|
||||
// https://github.com/zachsaw/MPDN_Extensions
|
||||
//
|
||||
// This library is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU Lesser General Public
|
||||
// License as published by the Free Software Foundation; either
|
||||
// version 3.0 of the License, or (at your option) any later version.
|
||||
//
|
||||
// This library is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public
|
||||
// License along with this library.
|
||||
//
|
||||
|
||||
Sources ported from this discussion thread:
|
||||
|
||||
http://forum.doom9.org/showthread.php?t=170727
|
||||
|
||||
Ported by Hyllian - 2015.
|
||||
*/
|
||||
|
||||
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 saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define lerp(c) mix(c)
|
||||
#define mul(a,b) (b*a)
|
||||
#define fmod(c) mod(c)
|
||||
#define frac(c) fract(c)
|
||||
#define tex2D(c,d) texture(c,d)
|
||||
#define float2 vec2
|
||||
#define float3 vec3
|
||||
#define float4 vec4
|
||||
#define int2 ivec2
|
||||
#define int3 ivec3
|
||||
#define int4 ivec4
|
||||
#define bool2 bvec2
|
||||
#define bool3 bvec3
|
||||
#define bool4 bvec4
|
||||
#define float2x2 mat2x2
|
||||
#define float2x3 mat2x3
|
||||
#define float3x3 mat3x3
|
||||
#define float4x4 mat4x4
|
||||
#define float4x2 mat4x2
|
||||
|
||||
#define s0 Source
|
||||
|
||||
#define NEDI_WEIGHT3 2.0
|
||||
#define NEDI_N3 24.0
|
||||
#define NEDI_E3 0.0
|
||||
|
||||
#define ITERATIONS 3
|
||||
#define WGT NEDI_WEIGHT3
|
||||
|
||||
#define width (params.SourceSize.x)
|
||||
#define height (params.SourceSize.y)
|
||||
|
||||
#define px (0.49999 * (params.SourceSize.z))
|
||||
#define py (0.49999 * (params.SourceSize.w))
|
||||
|
||||
#define offset 0.0
|
||||
|
||||
#define Value(xy) (tex2D(s0,tex+float2(px,py)*(xy)).rgb)//-float4(0,0.5,0.5,0))
|
||||
|
||||
#define Get(xy) (dot(Value(xy),float3(0.299,0.587,0.114))+offset)
|
||||
#define Get4(xy) (float2(Get(xy+WGT*dir[0])+Get(xy+WGT*dir[1]),Get(xy+WGT*dir[2])+Get(xy+WGT*dir[3])))
|
||||
|
||||
#define sqr(x) (dot(x,x))
|
||||
#define I (float2x2(1,0,0,1))
|
||||
|
||||
//Cramer's method
|
||||
float2 solve(float2x2 A,float2 b) { return float2(determinant(float2x2(b,A[1])),determinant(float2x2(A[0],b)))/determinant(A); }
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.00001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
float2 tex = vTexCoord - float2(0.4999,0.4999)/params.SourceSize.xy;
|
||||
|
||||
/*
|
||||
wind[1] wind[2]
|
||||
-3
|
||||
-2 dir wind[0] 2 1
|
||||
-1 4 4 4 4
|
||||
0 1 2 1 2
|
||||
1 3 3 3 3
|
||||
2 1 2
|
||||
3
|
||||
*/
|
||||
/*
|
||||
wind[1] wind[2]
|
||||
-3 3 1
|
||||
-2 dir wind[0]
|
||||
-1 1 4 1 3 1 3
|
||||
0
|
||||
1 3 2 2 4 4 2
|
||||
2
|
||||
3 2 4
|
||||
*/
|
||||
|
||||
//Define window and directions
|
||||
float2 dir[4] = {{-1,-1},{1,1},{-1,1},{1,-1}};
|
||||
float4x2 wind[4] = {{{-1,-1},{1,1},{-1,1},{1,-1}},{{-3,-1},{3,1},{-1,3},{1,-3}},{{-3,1},{3,-1},{1,3},{-1,-3}},{{-3,-3},{ 3,3},{-3, 3},{3,-3}}};
|
||||
|
||||
//Initialization
|
||||
float2x2 R = float2x2(0.0);
|
||||
float2 r = float2(0.0);
|
||||
|
||||
//Calculate (local) autocorrelation coefficients
|
||||
for (int k = 0; k<ITERATIONS; k+= 1){
|
||||
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
|
||||
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
|
||||
R += mul(transpose(C),C);
|
||||
r += mul(y,C);
|
||||
}
|
||||
|
||||
//Normalize
|
||||
float n = NEDI_N3;
|
||||
R /= n; r /= n;
|
||||
|
||||
//Calculate a = R^-1 . r
|
||||
float e = NEDI_E3;
|
||||
float2 a = solve(R+e*e*I,r+e*e/2.0);
|
||||
|
||||
//Nomalize 'a' (prevents overshoot)
|
||||
a = .25 + float2(.4999,-.4999)*clamp(a[0]-a[1],-1.0,1.0);
|
||||
|
||||
//Calculate result
|
||||
float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3])) * float2x2(a,a);
|
||||
float3 c = float3(x[0].xyz);
|
||||
|
||||
// float3 c = Value(dir[0]);
|
||||
|
||||
FragColor = float4(c, 1.0);//+float4(0,0.5,0.5,0);
|
||||
}
|
133
quad/shaders/biquad.slang
Normal file
133
quad/shaders/biquad.slang
Normal file
|
@ -0,0 +1,133 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Hyllian's biquad Shader
|
||||
|
||||
Copyright (C) 2011-2015 Hyllian/Jararaca - sergiogdb@gmail.com
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float K;
|
||||
} params;
|
||||
|
||||
|
||||
#pragma parameter K "Blurring Param" 0.8 0.0 1.0 0.01
|
||||
|
||||
#define K params.K
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define lerp(c) mix(c)
|
||||
#define mul(a,b) (b*a)
|
||||
#define fmod(c) mod(c)
|
||||
#define frac(c) fract(c)
|
||||
#define tex2D(c,d) texture(c,d)
|
||||
#define float2 vec2
|
||||
#define float3 vec3
|
||||
#define float4 vec4
|
||||
#define int2 ivec2
|
||||
#define int3 ivec3
|
||||
#define int4 ivec4
|
||||
#define bool2 bvec2
|
||||
#define bool3 bvec3
|
||||
#define bool4 bvec4
|
||||
#define float2x2 mat2x2
|
||||
#define float3x3 mat3x3
|
||||
#define float4x4 mat4x4
|
||||
#define s_p Source
|
||||
|
||||
// Calculates the distance between two points
|
||||
float d(float2 pt1, float2 pt2)
|
||||
{
|
||||
float2 v = pt2 - pt1;
|
||||
return sqrt(dot(v,v));
|
||||
}
|
||||
|
||||
float3 resampler(float3 x)
|
||||
{
|
||||
float3 res;
|
||||
|
||||
res = lessThanEqual(x,float3(0.5, 0.5, 0.5)) == bvec3(true) ? (-2*K*x*x + 0.5*(K+1)) : (lessThanEqual(x,float3(1.5, 1.5, 1.5)) == bvec3(true) ? (K*x*x + (-2*K - 0.5)*x + 0.75*(K+1)) : float3(0.00001, 0.00001, 0.00001));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
float3 color;
|
||||
float3x3 weights;
|
||||
|
||||
float2 dx = float2(1.0, 0.0);
|
||||
float2 dy = float2(0.0, 1.0);
|
||||
|
||||
float2 pc = vTexCoord*params.SourceSize.xy;
|
||||
|
||||
float2 tc = (floor(pc)+float2(0.5,0.5));
|
||||
|
||||
weights[0] = resampler(float3(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy)));
|
||||
weights[1] = resampler(float3(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx )));
|
||||
weights[2] = resampler(float3(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy)));
|
||||
|
||||
dx = dx * params.SourceSize.zw;
|
||||
dy = dy * params.SourceSize.zw;
|
||||
tc = tc * params.SourceSize.zw;
|
||||
|
||||
// reading the texels
|
||||
float3 c00 = tex2D(s_p, tc -dx -dy).xyz;
|
||||
float3 c10 = tex2D(s_p, tc -dy).xyz;
|
||||
float3 c20 = tex2D(s_p, tc +dx -dy).xyz;
|
||||
float3 c01 = tex2D(s_p, tc -dx ).xyz;
|
||||
float3 c11 = tex2D(s_p, tc ).xyz;
|
||||
float3 c21 = tex2D(s_p, tc +dx ).xyz;
|
||||
float3 c02 = tex2D(s_p, tc -dx +dy).xyz;
|
||||
float3 c12 = tex2D(s_p, tc +dy).xyz;
|
||||
float3 c22 = tex2D(s_p, tc +dx +dy).xyz;
|
||||
|
||||
color = mul(weights[0], float3x3(c00, c10, c20));
|
||||
color+= mul(weights[1], float3x3(c01, c11, c21));
|
||||
color+= mul(weights[2], float3x3(c02, c12, c22));
|
||||
color = color/(dot(mul(weights, float3(1.0)), float3(1.0)));
|
||||
|
||||
// final sum and weight normalization
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
113
quad/shaders/quad_interp.slang
Normal file
113
quad/shaders/quad_interp.slang
Normal file
|
@ -0,0 +1,113 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Author: Themaister
|
||||
License: Public domain
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float QUAD_INTERP_RESOLUTION_X;
|
||||
float QUAD_INTERP_RESOLUTION_Y;
|
||||
float QUAD_INTERP_SHARPNESS;
|
||||
} params;
|
||||
|
||||
#pragma parameter QUAD_INTERP_RESOLUTION_X "QuadInterp Input Resolution X" 0.0 0.0 1920.0 1.0
|
||||
#pragma parameter QUAD_INTERP_RESOLUTION_Y "QuadInterp Input Resolution Y" 0.0 0.0 1920.0 1.0
|
||||
#pragma parameter QUAD_INTERP_SHARPNESS "QuadInterp Sharpness" 2.01 0.0 10.0 0.01
|
||||
|
||||
#define QUAD_INTERP_RESOLUTION_X params.QUAD_INTERP_RESOLUTION_X
|
||||
#define QUAD_INTERP_RESOLUTION_Y params.QUAD_INTERP_RESOLUTION_Y
|
||||
#define QUAD_INTERP_SHARPNESS params.QUAD_INTERP_SHARPNESS
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define lerp(c) mix(c)
|
||||
#define mul(a,b) (b*a)
|
||||
#define fmod(c) mod(c)
|
||||
#define frac(c) fract(c)
|
||||
#define tex2D(c,d) texture(c,d)
|
||||
#define float2 vec2
|
||||
#define float3 vec3
|
||||
#define float4 vec4
|
||||
#define int2 ivec2
|
||||
#define int3 ivec3
|
||||
#define int4 ivec4
|
||||
#define bool2 bvec2
|
||||
#define bool3 bvec3
|
||||
#define bool4 bvec4
|
||||
#define float2x2 mat2x2
|
||||
#define float3x3 mat3x3
|
||||
#define float4x4 mat4x4
|
||||
|
||||
#define s0 Source
|
||||
#define tex vTexCoord
|
||||
|
||||
#define QUAD_INTERP_RESOLUTION_X_DEF params.SourceSize.x
|
||||
#define QUAD_INTERP_RESOLUTION_Y_DEF params.SourceSize.y
|
||||
|
||||
float3 quad_inter(float3 x0, float3 x1, float3 x2, float x)
|
||||
{
|
||||
float3 poly[3];
|
||||
poly[2] = 0.5 * x0 - x1 + 0.5*x2;
|
||||
poly[1] = -1.5 * x0 + 2.0 * x1 - 0.5*x2;
|
||||
poly[0] = x0;
|
||||
return poly[2] * x * x + poly[1] * x + poly[0];
|
||||
}
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
/* messy I know but we need to make it possible to have it default to input resolution x/y in case RESOLUTION_X is 0.0 */
|
||||
float2 texsize = float2(1.0/((QUAD_INTERP_RESOLUTION_X == 0) ? QUAD_INTERP_RESOLUTION_X_DEF : QUAD_INTERP_RESOLUTION_X), 1.0/((QUAD_INTERP_RESOLUTION_Y == 0) ? QUAD_INTERP_RESOLUTION_Y_DEF : QUAD_INTERP_RESOLUTION_Y));
|
||||
float dx = float(pow(QUAD_INTERP_SHARPNESS * texsize.x, -1.0));
|
||||
float dy = float(pow(QUAD_INTERP_SHARPNESS * texsize.y, -1.0));
|
||||
|
||||
float3 c00 = tex2D(s0, tex + float2(-dx, -dy)).xyz;
|
||||
float3 c01 = tex2D(s0, tex + float2(-dx, 0)).xyz;
|
||||
float3 c02 = tex2D(s0, tex + float2(-dx, dy)).xyz;
|
||||
float3 c10 = tex2D(s0, tex + float2(0, -dy)).xyz;
|
||||
float3 c11 = tex2D(s0, tex + float2(0, 0)).xyz;
|
||||
float3 c12 = tex2D(s0, tex + float2(0, dy)).xyz;
|
||||
float3 c20 = tex2D(s0, tex + float2(dx, -dy)).xyz;
|
||||
float3 c21 = tex2D(s0, tex + float2(dx, 0)).xyz;
|
||||
float3 c22 = tex2D(s0, tex + float2(dx, dy)).xyz;
|
||||
|
||||
float frac_amt_x = frac(tex.x * texsize.x);
|
||||
float frac_amt_y = frac(tex.y * texsize.y);
|
||||
float3 loval = quad_inter(c00, c10, c20, frac_amt_x + 0.5);
|
||||
float3 midval = quad_inter(c01, c11, c21, frac_amt_x + 0.5);
|
||||
float3 hival = quad_inter(c02, c12, c22, frac_amt_x + 0.5);
|
||||
float3 res = quad_inter(loval, midval, hival, frac_amt_y + 0.5);
|
||||
|
||||
// Bilinear!
|
||||
// float3 first = lerp(c00, c20, frac(tex.x * texsize.x + 0.5));
|
||||
// float3 second = lerp(c02, c22, frac(tex.x * texsize.x + 0.5));
|
||||
// float3 res = lerp(first, second, frac(tex.y * texsize.y + 0.5));
|
||||
// OUT.color = float4(res, 1.0);
|
||||
|
||||
FragColor = vec4(res, 1.0);
|
||||
}
|
256
sabr/shaders/sabr-v3.0.slang
Normal file
256
sabr/shaders/sabr-v3.0.slang
Normal file
|
@ -0,0 +1,256 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
SABR v3.0 Shader
|
||||
Joshua Street
|
||||
|
||||
Portions of this algorithm were taken from Hyllian's 5xBR v3.7c
|
||||
shader.
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
*/
|
||||
|
||||
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 saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define lerp(a,b,c) mix(a,b,c)
|
||||
#define mul(a,b) (b*a)
|
||||
#define fmod(a,b) mod(a,b)
|
||||
#define frac(c) fract(c)
|
||||
#define tex2D(c,d) texture(c,d)
|
||||
#define float2 vec2
|
||||
#define float3 vec3
|
||||
#define float4 vec4
|
||||
#define int2 ivec2
|
||||
#define int3 ivec3
|
||||
#define int4 ivec4
|
||||
#define bool2 bvec2
|
||||
#define bool3 bvec3
|
||||
#define bool4 bvec4
|
||||
#define float2x2 mat2x2
|
||||
#define float3x3 mat3x3
|
||||
#define float4x4 mat4x4
|
||||
|
||||
#define decal Source
|
||||
|
||||
const float4 Ai = float4( 1.0, -1.0, -1.0, 1.0);
|
||||
const float4 B45 = float4( 1.0, 1.0, -1.0, -1.0);
|
||||
const float4 C45 = float4( 1.5, 0.5, -0.5, 0.5);
|
||||
const float4 B30 = float4( 0.5, 2.0, -0.5, -2.0);
|
||||
const float4 C30 = float4( 1.0, 1.0, -0.5, 0.0);
|
||||
const float4 B60 = float4( 2.0, 0.5, -2.0, -0.5);
|
||||
const float4 C60 = float4( 2.0, 0.0, -1.0, 0.5);
|
||||
|
||||
const float4 M45 = float4(0.4, 0.4, 0.4, 0.4);
|
||||
const float4 M30 = float4(0.2, 0.4, 0.2, 0.4);
|
||||
const float4 M60 = M30.yxwz;
|
||||
const float4 Mshift = float4(0.2, 0.2, 0.2, 0.2);
|
||||
|
||||
const float coef = 2.0;
|
||||
|
||||
const float4 threshold = float4(0.32, 0.32, 0.32, 0.32);
|
||||
|
||||
const float3 lum = float3(0.21, 0.72, 0.07);
|
||||
|
||||
float4 lum_to(float3 v0, float3 v1, float3 v2, float3 v3) {
|
||||
return float4(dot(lum, v0), dot(lum, v1), dot(lum, v2), dot(lum, v3));
|
||||
}
|
||||
|
||||
float4 lum_df(float4 A, float4 B) {
|
||||
return abs(A - B);
|
||||
}
|
||||
|
||||
bool4 lum_eq(float4 A, float4 B) {
|
||||
return lessThan(lum_df(A, B) , float4(threshold));
|
||||
}
|
||||
|
||||
float4 lum_wd(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h) {
|
||||
return lum_df(a, b) + lum_df(a, c) + lum_df(d, e) + lum_df(d, f) + 4.0 * lum_df(g, h);
|
||||
}
|
||||
|
||||
float c_df(float3 c1, float3 c2) {
|
||||
float3 df = abs(c1 - c2);
|
||||
return df.r + df.g + df.b;
|
||||
}
|
||||
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 tc;
|
||||
layout(location = 1) out vec4 xyp_1_2_3;
|
||||
layout(location = 2) out vec4 xyp_5_10_15;
|
||||
layout(location = 3) out vec4 xyp_6_7_8;
|
||||
layout(location = 4) out vec4 xyp_9_14_9;
|
||||
layout(location = 5) out vec4 xyp_11_12_13;
|
||||
layout(location = 6) out vec4 xyp_16_17_18;
|
||||
layout(location = 7) out vec4 xyp_21_22_23;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
|
||||
float x = params.SourceSize.z;//1.0 / IN.texture_size.x;
|
||||
float y = params.SourceSize.w;//1.0 / IN.texture_size.y;
|
||||
|
||||
tc = TexCoord * 1.00001;
|
||||
xyp_1_2_3 = tc.xxxy + float4( -x, 0.0, x, -2.0 * y);
|
||||
xyp_6_7_8 = tc.xxxy + float4( -x, 0.0, x, -y);
|
||||
xyp_11_12_13 = tc.xxxy + float4( -x, 0.0, x, 0.0);
|
||||
xyp_16_17_18 = tc.xxxy + float4( -x, 0.0, x, y);
|
||||
xyp_21_22_23 = tc.xxxy + float4( -x, 0.0, x, 2.0 * y);
|
||||
xyp_5_10_15 = tc.xyyy + float4(-2.0 * x, -y, 0.0, y);
|
||||
xyp_9_14_9 = tc.xyyy + float4( 2.0 * x, -y, 0.0, y);
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 tc;
|
||||
layout(location = 1) in vec4 xyp_1_2_3;
|
||||
layout(location = 2) in vec4 xyp_5_10_15;
|
||||
layout(location = 3) in vec4 xyp_6_7_8;
|
||||
layout(location = 4) in vec4 xyp_9_14_9;
|
||||
layout(location = 5) in vec4 xyp_11_12_13;
|
||||
layout(location = 6) in vec4 xyp_16_17_18;
|
||||
layout(location = 7) in vec4 xyp_21_22_23;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
/*
|
||||
Mask for algorithm
|
||||
+-----+-----+-----+-----+-----+
|
||||
| | 1 | 2 | 3 | |
|
||||
+-----+-----+-----+-----+-----+
|
||||
| 5 | 6 | 7 | 8 | 9 |
|
||||
+-----+-----+-----+-----+-----+
|
||||
| 10 | 11 | 12 | 13 | 14 |
|
||||
+-----+-----+-----+-----+-----+
|
||||
| 15 | 16 | 17 | 18 | 19 |
|
||||
+-----+-----+-----+-----+-----+
|
||||
| | 21 | 22 | 23 | |
|
||||
+-----+-----+-----+-----+-----+
|
||||
*/
|
||||
// Store mask values
|
||||
float3 P1 = tex2D(decal, xyp_1_2_3.xw ).rgb;
|
||||
float3 P2 = tex2D(decal, xyp_1_2_3.yw ).rgb;
|
||||
float3 P3 = tex2D(decal, xyp_1_2_3.zw ).rgb;
|
||||
|
||||
float3 P6 = tex2D(decal, xyp_6_7_8.xw ).rgb;
|
||||
float3 P7 = tex2D(decal, xyp_6_7_8.yw ).rgb;
|
||||
float3 P8 = tex2D(decal, xyp_6_7_8.zw ).rgb;
|
||||
|
||||
float3 P11 = tex2D(decal, xyp_11_12_13.xw).rgb;
|
||||
float3 P12 = tex2D(decal, xyp_11_12_13.yw).rgb;
|
||||
float3 P13 = tex2D(decal, xyp_11_12_13.zw).rgb;
|
||||
|
||||
float3 P16 = tex2D(decal, xyp_16_17_18.xw).rgb;
|
||||
float3 P17 = tex2D(decal, xyp_16_17_18.yw).rgb;
|
||||
float3 P18 = tex2D(decal, xyp_16_17_18.zw).rgb;
|
||||
|
||||
float3 P21 = tex2D(decal, xyp_21_22_23.xw).rgb;
|
||||
float3 P22 = tex2D(decal, xyp_21_22_23.yw).rgb;
|
||||
float3 P23 = tex2D(decal, xyp_21_22_23.zw).rgb;
|
||||
|
||||
float3 P5 = tex2D(decal, xyp_5_10_15.xy ).rgb;
|
||||
float3 P10 = tex2D(decal, xyp_5_10_15.xz ).rgb;
|
||||
float3 P15 = tex2D(decal, xyp_5_10_15.xw ).rgb;
|
||||
|
||||
float3 P9 = tex2D(decal, xyp_9_14_9.xy ).rgb;
|
||||
float3 P14 = tex2D(decal, xyp_9_14_9.xz ).rgb;
|
||||
float3 P19 = tex2D(decal, xyp_9_14_9.xw ).rgb;
|
||||
|
||||
// Store luminance values of each point
|
||||
float4 p7 = lum_to(P7, P11, P17, P13);
|
||||
float4 p8 = lum_to(P8, P6, P16, P18);
|
||||
float4 p11 = p7.yzwx; // P11, P17, P13, P7
|
||||
float4 p12 = lum_to(P12, P12, P12, P12);
|
||||
float4 p13 = p7.wxyz; // P13, P7, P11, P17
|
||||
float4 p14 = lum_to(P14, P2, P10, P22);
|
||||
float4 p16 = p8.zwxy; // P16, P18, P8, P6
|
||||
float4 p17 = p7.zwxy; // P11, P17, P13, P7
|
||||
float4 p18 = p8.wxyz; // P18, P8, P6, P16
|
||||
float4 p19 = lum_to(P19, P3, P5, P21);
|
||||
float4 p22 = p14.wxyz; // P22, P14, P2, P10
|
||||
float4 p23 = lum_to(P23, P9, P1, P15);
|
||||
|
||||
float2 fp = frac(tc * params.SourceSize.xy);
|
||||
|
||||
float4 ma45 = smoothstep(C45 - M45, C45 + M45, Ai * fp.y + B45 * fp.x);
|
||||
float4 ma30 = smoothstep(C30 - M30, C30 + M30, Ai * fp.y + B30 * fp.x);
|
||||
float4 ma60 = smoothstep(C60 - M60, C60 + M60, Ai * fp.y + B60 * fp.x);
|
||||
float4 marn = smoothstep(C45 - M45 + Mshift, C45 + M45 + Mshift, Ai * fp.y + B45 * fp.x);
|
||||
|
||||
float4 e45 = lum_wd(p12, p8, p16, p18, p22, p14, p17, p13);
|
||||
float4 econt = lum_wd(p17, p11, p23, p13, p7, p19, p12, p18);
|
||||
float4 e30 = lum_df(p13, p16);
|
||||
float4 e60 = lum_df(p8, p17);
|
||||
|
||||
/* The whole edge detection thing seems broken here, so may as well comment it out to save cycles
|
||||
bool4 r45 = (notEqual(p12 , p13) == bool4(true) && notEqual(p12 , p17) == bool4(true) && (
|
||||
lum_eq(p13, p7) == bool4(false) && lum_eq(p13, p8) == bool4(false) ||
|
||||
lum_eq(p17, p11) == bool4(false) && lum_eq(p17, p16) == bool4(false) ||
|
||||
lum_eq(p12, p18) == bool4(true) && (
|
||||
lum_eq(p13, p14) == bool4(false) && lum_eq(p13, p19) == bool4(false) ||
|
||||
lum_eq(p17, p22) == bool4(false) && lum_eq(p17, p23) == bool4(false)) ||
|
||||
lum_eq(p12, p16) == bool4(true) ||
|
||||
lum_eq(p12, p8) == bool4(true))) ? bool4(true) : bool4(false);
|
||||
bool4 r30 = (notEqual(p12 , p16) == bool4(true) && notEqual(p11 , p16) == bool4(true)) ? bool4(true) : bool4(false);
|
||||
bool4 r60 = (notEqual(p12 , p8) == bool4(true) && notEqual(p7 , p8) == bool4(true)) ? bool4(true) : bool4(false);
|
||||
|
||||
bool4 edr45 = (lessThan(e45 , econt) == bool4(true) && r45 == bool4(true)) ? bool4(true) : bool4(false);
|
||||
bool4 edrrn = (lessThanEqual(e45 , econt) == bool4(true)) ? bool4(true) : bool4(false);
|
||||
bool4 edr30 = (lessThanEqual(e30 * coef , e60) == bool4(true) && (r30 == bool4(true))) ? bool4(true) : bool4(false);
|
||||
bool4 edr60 = (lessThanEqual(e60 * coef , e30) == bool4(true) && (r60 == bool4(true))) ? bool4(true) : bool4(false);
|
||||
*/
|
||||
|
||||
//FIXME: dunno what's up here. final45 is the only one that seems to matter and it's either all on or all off
|
||||
// again, may as well comment it out to save cycles :/
|
||||
float4 final45 = float4(1.0);//(edr30 == bool4(false) && edr60 == bool4(false) && edr45 == bool4(true)) ? float4(1.0) : float4(1.0);
|
||||
float4 final30 = float4(0.0);//(edr45 == bool4(true) && edr30 == bool4(true) && edr60 == bool4(false)) ? float4(1.0) : float4(0.0);
|
||||
float4 final60 = float4(0.0);//(edr45 == bool4(true) && edr60 == bool4(true) && edr30 == bool4(false)) ? float4(1.0) : float4(0.0);
|
||||
float4 final36 = float4(0.0);//(edr45 == bool4(true) && edr30 == bool4(true) && edr60 == bool4(true)) ? float4(1.0) : float4(0.0);
|
||||
float4 finalrn = float4(0.0);//(edr45 == bool4(false) && edrrn == bool4(true)) ? float4(1.0) : float4(0.0);
|
||||
|
||||
float4 px = step(lum_df(p12, p17), lum_df(p12, p13));
|
||||
|
||||
float4 mac = final36 * max(ma30, ma60) + final30 * ma30 + final60 * ma60 + final45 * ma45 + finalrn * marn;
|
||||
|
||||
float3 res1 = P12;
|
||||
res1 = lerp(res1, lerp(P13, P17, px.x), mac.x);
|
||||
res1 = lerp(res1, lerp(P7 , P13, px.y), mac.y);
|
||||
res1 = lerp(res1, lerp(P11, P7 , px.z), mac.z);
|
||||
res1 = lerp(res1, lerp(P17, P11, px.w), mac.w);
|
||||
|
||||
float3 res2 = P12;
|
||||
res2 = lerp(res2, lerp(P17, P11, px.w), mac.w);
|
||||
res2 = lerp(res2, lerp(P11, P7 , px.z), mac.z);
|
||||
res2 = lerp(res2, lerp(P7 , P13, px.y), mac.y);
|
||||
res2 = lerp(res2, lerp(P13, P17, px.x), mac.x);
|
||||
|
||||
FragColor = float4(lerp(res1, res2, step(c_df(P12, res1), c_df(P12, res2))), 1.0);
|
||||
}
|
Loading…
Reference in a new issue