mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Merge pull request #260 from Hyllian/master
Add xbr-lv3-multipass and lv3-9x-multipass
This commit is contained in:
commit
490c1ef5a0
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@ -232,7 +232,7 @@ void main()
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vec4 f4_ = h5_.yzwx;
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irlv0 = diff(e_, f_) * diff(e_, h_);
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irlv1 = saturate( irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
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irlv1 = irlv0;
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#ifdef CORNER_B
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irlv1 = saturate(irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
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@ -126,21 +126,20 @@ vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
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return round(mix(low, high, v));
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}
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vec4 unpack_info(float i)
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mat4 unpack_info(vec4 i)
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{
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vec4 info;
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info.x = round(modf(i/2.0, i));
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info.y = round(modf(i/2.0, i));
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info.z = round(modf(i/2.0, i));
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info.w = i;
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mat4 info;
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info[0] = round(modf(i/2.0, i));
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info[1] = round(modf(i/2.0, i));
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info[2] = round(modf(i/2.0, i));
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info[3] = i;
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return info;
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return transpose(info);
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}
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void main()
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{
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vec4 px; // px = pixel, edr = edge detection rule
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vec4 edri, edr, edr_l, edr_u;
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vec4 fx, fx_l, fx_u; // inequations of straight lines.
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vec3 res1, res2;
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vec4 fx45i, fx45, fx30, fx60;
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@ -153,9 +152,7 @@ void main()
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vec3 F = texture(Original, t2.zw).rgb;
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vec3 H = texture(Original, t1.xw).rgb;
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mat4x3 b = mat4x3(B, D, H, F);
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mat4x3 e = mat4x3(E, E, E, E);
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mat4x3 d = mat4x3(D, H, F, B);
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mat4x3 f = mat4x3(F, B, D, H);
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mat4x3 h = mat4x3(H, F, B, D);
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@ -169,31 +166,24 @@ void main()
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vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
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vec4 deltaU = deltaL.yxwz;
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fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
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fx45 = saturate( 0.5 + (fx - Co ) / delta );
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fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
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fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
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fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
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}
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else {
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fx45i = LT( Co + Ci, fx );
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fx45 = LT( Co, fx );
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fx30 = LT( Cx, fx_l );
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fx60 = LT( Cy, fx_u );
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fx45i = LT( Co + Ci, fx );
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}
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vec4 info = texture(Source, vTexCoord);
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mat4 edr = unpack_info(remapFrom01(texture(Source, vTexCoord), low, high));
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vec4 i = remapFrom01(info, low, high);
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edr = unpack_info(i.x);
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edr_l = unpack_info(i.y);
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edr_u = unpack_info(i.z);
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edri = unpack_info(i.w);
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fx45i = edri*fx45i;
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fx45 = edr*fx45;
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fx30 = edr_l*fx30;
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fx60 = edr_u*fx60;
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fx45 = edr[0] * fx45;
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fx30 = edr[1] * fx30;
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fx60 = edr[2] * fx60;
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fx45i = edr[3] * fx45i;
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px = LTE(dist4(e,f), dist4(e,h));
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@ -1,9 +1,9 @@
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#version 450
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/*
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Hyllian's xBR level 3 pass0 Shader
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Hyllian's xBR-lv3 - pass0 Shader
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Copyright (C) 2011-2022 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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@ -29,19 +29,40 @@
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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 XBR_EQ_THRESHOLD;
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float XBR_LV2_COEFFICIENT;
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} params;
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#pragma parameter XBR_EQ_THRESHOLD "COLOR DISTINCTION THRESHOLD" 0.32 0.0 1.0 0.01
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#pragma parameter XBR_LV2_COEFFICIENT "SMOOTHNESS THRESHOLD" 0.3 0.0 1.0 0.1
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#define XBR_EQ_THRESHOLD params.XBR_EQ_THRESHOLD
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#define XBR_LV2_COEFFICIENT params.XBR_LV2_COEFFICIENT
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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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mat4 MVP;
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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} global;
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#define mul(a,b) (b*a)
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#define saturate(c) clamp(c, 0.0, 1.0)
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// Uncomment just one of the three params below to choose the corner detection
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//#define CORNER_A
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//#define CORNER_B
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#define CORNER_C
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#define XBR_EQ_THRESHOLD2 0.02
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#define lv2_cf (XBR_LV2_COEFFICIENT + 2.0)
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define round(X) floor((X)+0.5)
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const vec3 v2f = vec3( 65536, 256, 1); // vec to float encode
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const vec4 zip = vec4( 1.0, 2.0, 4.0, 8.0);
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const vec4 zip2 = vec4( 16.0, 32.0, 64.0, 128.0);
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const vec4 low = vec4( 0.0, 0.0, 0.0, 0.0);
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const vec4 high = vec4(255.0, 255.0, 255.0, 255.0);
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const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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@ -58,25 +79,25 @@ layout(location = 7) out vec4 t7;
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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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// vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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vec2 ps = vec2(1.0) / params.SourceSize.xy;
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float dx = ps.x;
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float dy = ps.y;
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float dx = global.SourceSize.z;
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float dy = global.SourceSize.w;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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t1 = vTexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
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t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
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t3 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
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t4 = vTexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
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t5 = vTexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
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t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
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t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
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t1 = vTexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
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t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
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t3 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
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t4 = vTexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
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t5 = vTexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
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t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
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t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
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}
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#pragma stage fragment
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@ -91,200 +112,180 @@ layout(location = 7) in vec4 t7;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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const float coef = 2.0;
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const float cf = 4.0;
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const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
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const float y_weight = 48.0;
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const float u_weight = 7.0;
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const float v_weight = 6.0;
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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 yuv_weighted = mat3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
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const vec4 bin1 = vec4( 1.0, 2.0, 4.0, 8.0);
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const vec4 bin2 = vec4(16.0, 32.0, 64.0, 128.0);
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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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vec4 remapTo01(vec4 v, vec4 low, vec4 high)
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{
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return vec4(abs(A-B));
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return saturate((v - low)/(high-low));
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}
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vec4 remapTo01(vec4 v, vec4 high)
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// Return if A components are less than or equal B ones.
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vec4 LTE(vec4 A, vec4 B)
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{
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return (v/high);
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return step(A, B);
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}
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vec4 remapFrom01(vec4 v, vec4 high)
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// Return if A components are less than B ones.
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vec4 LT(vec4 A, vec4 B)
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{
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return (high*v + vec4(0.5, 0.5, 0.5, 0.5));
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return vec4(lessThan(A, B));
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}
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bvec4 eq(vec4 A, vec4 B)
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// Return logically inverted vector components. BEWARE: Only works with 0.0 or 1.0 components.
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vec4 NOT(vec4 A)
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{
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return lessThan(df(A, B) , eq_threshold);
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return (vec4(1.0) - A);
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}
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// Compare two vectors and return their components are different.
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vec4 diff(vec4 A, vec4 B)
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{
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return vec4(notEqual(A, B));
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}
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float dist(vec3 A, vec3 B)
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{
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return dot(abs(A-B), Y);
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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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// Calculate color distance between two vectors of four pixels
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vec4 dist4(mat4x3 A, mat4x3 B)
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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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return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
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}
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bvec4 and(bvec4 A, bvec4 B)
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// Tests if color components are under a threshold. In this case they are considered 'equal'.
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vec4 eq(mat4x3 A, mat4x3 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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return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD)));
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}
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bvec4 or(bvec4 A, bvec4 B)
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vec4 eq2(mat4x3 A, mat4x3 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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return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD2)));
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}
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// Determine if two vector components are NOT equal based on a threshold.
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vec4 neq(mat4x3 A, mat4x3 B)
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{
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return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
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}
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// Calculate weighted distance among pixels in some directions.
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vec4 weighted_distance(mat4x3 a, mat4x3 b, mat4x3 c, mat4x3 d, mat4x3 e, mat4x3 f, mat4x3 g, mat4x3 h)
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{
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return (dist4(a,b) + dist4(a,c) + dist4(d,e) + dist4(d,f) + 4.0*dist4(g,h));
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}
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#define FILTRO(EDR0, EDR, LEFT, UP, LEFT3, UP3, PX0, PX3, PX1, LIN0, LIN3, LIN1, PX)\
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if (LEFT && (!UP))\
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{\
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PX0 = bvec2( 0, PX);\
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PX3 = bvec2(PX, 1);\
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if (LEFT3)\
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{\
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LIN0 = bvec4(0, 1, 0, 0);\
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LIN3 = bvec4(1, 0, 0, 0);\
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}\
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else \
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{\
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LIN0 = bvec4(0, 0, 1, 0);\
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LIN3 = bvec4(0, 1, 1, 0);\
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}\
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}\
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else if (UP && (!LEFT))\
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{\
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PX0 = bvec2(false, PX);\
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PX1 = bvec2( !PX, false);\
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if (UP3)\
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{\
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LIN0 = bvec4(0, 1, 0, 1);\
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LIN1 = bvec4(1, 0, 0, 1);\
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}\
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else \
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{\
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LIN0 = bvec4(0, 0, 1, 1);\
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LIN1 = bvec4(0, 1, 1, 1);\
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}\
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}\
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else if (EDR)\
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{\
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LEFT = UP = LEFT3 = UP3 = false;\
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PX0 = bvec2(false, PX);\
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LIN0 = bvec4(0, 0, 0, 1);\
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}\
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else if (EDR0)\
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{\
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LEFT = UP = LEFT3 = UP3 = false;\
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PX0 = bvec2(false, PX);\
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LIN0 = bvec4(0, 0, 0, 0);\
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}\
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void main()
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{
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bvec4 edr, edr_left, edr_up, edr3_left, edr3_up, px; // px = pixel, 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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bvec2 px0, px1, px2, px3;
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bvec4 lin0, lin1, lin2, lin3;
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vec4 edri, edr, edr_l, edr_u, edr3_l, edr3_u; // edr = edge detection rule, l = left, u = up.
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vec4 irlv0, irlv1, irlv2l, irlv2u, irlv3l, irlv3u; // ir = interpolation restriction
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vec3 A1 = texture(Source, t1.xw).rgb;
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vec3 B1 = texture(Source, t1.yw).rgb;
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vec3 C1 = texture(Source, t1.zw).rgb;
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vec3 A1 = texture(Source, t1.xw).rgb;
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vec3 B1 = texture(Source, t1.yw).rgb;
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vec3 C1 = texture(Source, t1.zw).rgb;
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vec3 A = texture(Source, t2.xw).rgb;
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vec3 B = texture(Source, t2.yw).rgb;
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vec3 C = texture(Source, t2.zw).rgb;
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vec3 A = texture(Source, t2.xw).rgb;
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vec3 B = texture(Source, t2.yw).rgb;
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vec3 C = texture(Source, t2.zw).rgb;
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vec3 D = texture(Source, t3.xw).rgb;
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vec3 E = texture(Source, t3.yw).rgb;
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vec3 F = texture(Source, t3.zw).rgb;
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vec3 D = texture(Source, t3.xw).rgb;
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vec3 E = texture(Source, t3.yw).rgb;
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vec3 F = texture(Source, t3.zw).rgb;
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vec3 G = texture(Source, t4.xw).rgb;
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vec3 H = texture(Source, t4.yw).rgb;
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vec3 I = texture(Source, t4.zw).rgb;
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vec3 G = texture(Source, t4.xw).rgb;
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vec3 H = texture(Source, t4.yw).rgb;
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vec3 I = texture(Source, t4.zw).rgb;
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vec3 G5 = texture(Source, t5.xw).rgb;
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vec3 H5 = texture(Source, t5.yw).rgb;
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vec3 I5 = texture(Source, t5.zw).rgb;
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vec3 G5 = texture(Source, t5.xw).rgb;
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vec3 H5 = texture(Source, t5.yw).rgb;
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vec3 I5 = texture(Source, t5.zw).rgb;
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vec3 A0 = texture(Source, t6.xy).rgb;
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vec3 D0 = texture(Source, t6.xz).rgb;
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vec3 G0 = texture(Source, t6.xw).rgb;
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vec3 A0 = texture(Source, t6.xy).rgb;
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vec3 D0 = texture(Source, t6.xz).rgb;
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vec3 G0 = texture(Source, t6.xw).rgb;
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vec3 C4 = texture(Source, t7.xy).rgb;
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vec3 F4 = texture(Source, t7.xz).rgb;
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vec3 I4 = texture(Source, t7.xw).rgb;
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vec3 C4 = texture(Source, t7.xy).rgb;
|
||||
vec3 F4 = texture(Source, t7.xz).rgb;
|
||||
vec3 I4 = texture(Source, t7.xw).rgb;
|
||||
mat4x3 b = mat4x3(B, D, H, F);
|
||||
mat4x3 c = mat4x3(C, A, G, I);
|
||||
mat4x3 d = mat4x3(D, H, F, B);
|
||||
mat4x3 e = mat4x3(E, E, E, E);
|
||||
mat4x3 f = mat4x3(F, B, D, H);
|
||||
mat4x3 g = mat4x3(G, I, C, A);
|
||||
mat4x3 h = mat4x3(H, F, B, D);
|
||||
mat4x3 i = mat4x3(I, C, A, G);
|
||||
|
||||
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;
|
||||
mat4x3 i4 = mat4x3(I4, C1, A0, G5);
|
||||
mat4x3 i5 = mat4x3(I5, C4, A1, G0);
|
||||
mat4x3 h5 = mat4x3(H5, F4, B1, D0);
|
||||
mat4x3 f4 = mat4x3(F4, B1, D0, H5);
|
||||
|
||||
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;
|
||||
mat4x3 c4 = mat4x3(C4, A1, G0, I5);
|
||||
mat4x3 g5 = mat4x3(G5, I4, C1, A0);
|
||||
|
||||
vec4 c1 = i4.yzwx;
|
||||
vec4 g0 = i5.wxyz;
|
||||
vec4 b1 = h5.zwxy;
|
||||
vec4 d0 = h5.wxyz;
|
||||
mat4x3 c1 = mat4x3(C1, A0, G5, I4);
|
||||
mat4x3 g0 = mat4x3(G0, I5, C4, A1);
|
||||
mat4x3 b1 = mat4x3(B1, D0, H5, F4);
|
||||
mat4x3 d0 = mat4x3(D0, H5, F4, B1);
|
||||
|
||||
vec4 b_ = v2f * b;
|
||||
vec4 c_ = v2f * c;
|
||||
vec4 d_ = b_.yzwx;
|
||||
vec4 e_ = v2f * e;
|
||||
vec4 f_ = b_.wxyz;
|
||||
vec4 g_ = c_.zwxy;
|
||||
vec4 h_ = b_.zwxy;
|
||||
vec4 i_ = c_.wxyz;
|
||||
|
||||
bvec4 interp_restriction_lv0 = and(notEqual(e,f) , notEqual(e,h));
|
||||
bvec4 comp1 = and(not(eq(h,h5)) , not(eq(h,i5)));
|
||||
bvec4 comp2 = and(not(eq(h,d)) , not(eq(h,g)));
|
||||
bvec4 comp3 = and(not(eq(f,f4)) , not(eq(f,i4)));
|
||||
bvec4 comp4 = and( not(eq(f,b)) , not(eq(f,c)) );
|
||||
bvec4 comp5 = and(eq(e,i) , or(comp3 , comp1));
|
||||
interp_restriction_lv1 = or( comp4 , or(comp2 , or(comp5 , or(eq(e,g) , eq(e,c)))));
|
||||
interp_restriction_lv2_left = and(notEqual(e,g) , notEqual(d,g));
|
||||
interp_restriction_lv2_up = and(notEqual(e,c) , notEqual(b,c));
|
||||
interp_restriction_lv3_left = and(notEqual(e,g0) , notEqual(d0,g0));
|
||||
interp_restriction_lv3_up = and(notEqual(e,c1) , notEqual(b1,c1));
|
||||
vec4 i4_ = v2f * i4;
|
||||
vec4 i5_ = v2f * i5;
|
||||
vec4 h5_ = v2f * h5;
|
||||
vec4 f4_ = h5_.yzwx;
|
||||
|
||||
bvec4 edr0 = and(lessThan(weighted_distance( e, c, g, i, h5, f4, h, f) , weighted_distance( h, d, i5, f, i4, b, e, i)) , interp_restriction_lv0);
|
||||
vec4 c4_ = i5_.yzwx;
|
||||
vec4 g5_ = i4_.wxyz;
|
||||
|
||||
edr = and(edr0 , interp_restriction_lv1);
|
||||
edr_left = and(lessThanEqual((coef*df(f,g)) , df(h,c)) , and(interp_restriction_lv2_left , edr));
|
||||
edr_up = and(greaterThanEqual(df(f,g) , (coef*df(h,c))) , and(interp_restriction_lv2_up , edr));
|
||||
edr3_left = and(lessThanEqual((cf*df(f,g0)) , df(h,c1)) , and(interp_restriction_lv3_left , edr_left));
|
||||
edr3_up = and(greaterThanEqual(df(f,g0) , (cf*df(h,c1))) , and(interp_restriction_lv3_up , edr_up));
|
||||
vec4 c1_ = i4_.yzwx;
|
||||
vec4 g0_ = i5_.wxyz;
|
||||
vec4 b1_ = h5_.zwxy;
|
||||
vec4 d0_ = h5_.wxyz;
|
||||
|
||||
px = lessThanEqual(df(e,f) , df(e,h));
|
||||
irlv0 = diff(e_, f_) * diff(e_, h_);
|
||||
irlv1 = irlv0;
|
||||
|
||||
lin0 = lin1 = lin2 = lin3 = bvec4(1, 1, 1, 1);
|
||||
#ifdef CORNER_B
|
||||
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
|
||||
#endif
|
||||
#ifdef CORNER_C
|
||||
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
|
||||
#endif
|
||||
|
||||
FILTRO(edr0.x, edr.x, edr_left.x, edr_up.x, edr3_left.x, edr3_up.x, px0, px3, px1, lin0, lin3, lin1, px.x);
|
||||
FILTRO(edr0.y, edr.y, edr_left.y, edr_up.y, edr3_left.y, edr3_up.y, px1, px0, px2, lin1, lin0, lin2, px.y);
|
||||
FILTRO(edr0.z, edr.z, edr_left.z, edr_up.z, edr3_left.z, edr3_up.z, px2, px1, px3, lin2, lin1, lin3, px.z);
|
||||
FILTRO(edr0.w, edr.w, edr_left.w, edr_up.w, edr3_left.w, edr3_up.w, px3, px2, px0, lin3, lin2, lin0, px.w);
|
||||
irlv2l = diff(e_, g_) * diff(d_, g_);
|
||||
irlv2u = diff(e_, c_) * diff(b_, c_);
|
||||
irlv3l = eq2(g,g0) * diff(d0_,g0_) * eq(e,c4);
|
||||
irlv3u = eq2(c,c1) * diff(b1_,c1_) * eq(e,g5);
|
||||
|
||||
vec4 info = mul(
|
||||
bin1, mat4(
|
||||
edr3_left,
|
||||
edr3_up,
|
||||
px0.x, px1.x, px2.x, px3.x,
|
||||
px0.y, px1.y, px2.y, px3.y
|
||||
)
|
||||
);
|
||||
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f );
|
||||
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i );
|
||||
|
||||
info += mul(bin2, mat4(
|
||||
lin0.x, lin1.x, lin2.x, lin3.x,
|
||||
lin0.y, lin1.y, lin2.y, lin3.y,
|
||||
lin0.z, lin1.z, lin2.z, lin3.z,
|
||||
lin0.w, lin1.w, lin2.w, lin3.w
|
||||
)
|
||||
);
|
||||
|
||||
FragColor = vec4(remapTo01(info, maximo));
|
||||
}
|
||||
vec4 d_fg = dist4(f, g);
|
||||
vec4 d_hc = dist4(h, c);
|
||||
|
||||
edri = LTE(wd1, wd2) * irlv0;
|
||||
edr = LT( wd1, wd2) * irlv1 * NOT(edri.yzwx * edri.wxyz);
|
||||
edr_l = LTE( lv2_cf * d_fg, d_hc ) * irlv2l * edr * (NOT(edri.yzwx) * eq(e, c));
|
||||
edr_u = LTE( lv2_cf * d_hc, d_fg ) * irlv2u * edr * (NOT(edri.wxyz) * eq(e, g));
|
||||
edr3_l = irlv3l * edr_l;
|
||||
edr3_u = irlv3u * edr_u;
|
||||
|
||||
vec4 px = LTE(dist4(e,f), dist4(e,h));
|
||||
|
||||
vec4 info = zip * mat4( edr, edr_l, edr_u, edri);
|
||||
info += zip2 * mat4(edr3_l, edr3_u, px, vec4(0.0));
|
||||
|
||||
FragColor = remapTo01(info, low, high);
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Hyllian's xBR level 3 pass1 Shader
|
||||
Hyllian's xBR-lv3 - pass1 Shader
|
||||
|
||||
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
|
||||
Copyright (C) 2011-2022 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
|
||||
|
@ -24,180 +24,237 @@
|
|||
THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#define round(X) floor((X)+0.5)
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define mul(a,b) (b*a)
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float XBR_BLENDING;
|
||||
} params;
|
||||
|
||||
#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
|
||||
|
||||
#define XBR_BLENDING params.XBR_BLENDING
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
mat4 MVP;
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
} global;
|
||||
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define round(X) floor((X)+0.5)
|
||||
|
||||
const vec4 low = vec4( 0.0, 0.0, 0.0, 0.0);
|
||||
const vec4 high = vec4(255.0, 255.0, 255.0, 255.0);
|
||||
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
|
||||
|
||||
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
|
||||
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
|
||||
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
|
||||
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
|
||||
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
|
||||
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
|
||||
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
|
||||
|
||||
const vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
|
||||
const vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
|
||||
const vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
|
||||
const vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
|
||||
const vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
|
||||
const vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
|
||||
|
||||
#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 vec2 delta;
|
||||
layout(location = 2) out vec4 t2;
|
||||
layout(location = 3) out float aa_factor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.0004;
|
||||
// vTexCoord = TexCoord;
|
||||
vTexCoord = TexCoord * 1.0001;
|
||||
|
||||
vec2 ps = vec2(1.0/params.OriginalSize.x, 1.0/params.OriginalSize.y);
|
||||
float dx = ps.x;
|
||||
float dy = ps.y;
|
||||
float dx = global.SourceSize.z;
|
||||
float dy = global.SourceSize.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
|
||||
// A1 B1 C1
|
||||
// A0 A B C C4
|
||||
// D0 D E F F4
|
||||
// G0 G H I I4
|
||||
// G5 H5 I5
|
||||
|
||||
t1 = vec4(dx, 0., 0., dy); // F H
|
||||
delta = vec2(params.SourceSize.x/params.OutputSize.x, 0.5*params.SourceSize.x/params.OutputSize.x); // Delta is the thickness of interpolation
|
||||
aa_factor = 2.0*global.OutputSize.z * global.SourceSize.x;
|
||||
|
||||
t1 = vTexCoord.xyyy + vec4( 0, -dy, 0, dy); // B
|
||||
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); //D E F
|
||||
// H
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec4 t1;
|
||||
layout(location = 2) in vec2 delta;
|
||||
layout(location = 2) in vec4 t2;
|
||||
layout(location = 3) in float aa_factor;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D Original;
|
||||
|
||||
const mat2x4 sym_vectors = mat2x4(1., 1., -1., -1., 1., -1., -1., 1.);
|
||||
|
||||
const vec3 lines[12] = {
|
||||
vec3(1.0, 1.0, 0.75),
|
||||
vec3(1.0, 1.0, 0.5),
|
||||
vec3(2.0, 1.0, 0.5),
|
||||
vec3(1.0, 2.0, 0.5),
|
||||
vec3(3.0, 1.0, 0.5),
|
||||
vec3(1.0, 3.0, 0.5),
|
||||
|
||||
vec3(-1.0, 2.0, 0.5),
|
||||
vec3(2.0, -1.0, 0.5),
|
||||
vec3(-1.0, 3.0, 0.5),
|
||||
vec3(3.0, -1.0, 0.5),
|
||||
|
||||
vec3(3.0, 1.0, 1.5),
|
||||
vec3(1.0, 3.0, 1.5)
|
||||
};
|
||||
|
||||
|
||||
float remapFrom01(float v, float high)
|
||||
// Return if A components are less than or equal B ones.
|
||||
vec4 LTE(vec4 A, vec4 B)
|
||||
{
|
||||
return (high*v + 0.5);
|
||||
return step(A, B);
|
||||
}
|
||||
|
||||
|
||||
vec3 remapFrom01(vec3 v, vec3 low, vec3 high)
|
||||
// Return if A components are less than B ones.
|
||||
vec4 LT(vec4 A, vec4 B)
|
||||
{
|
||||
return round(mix(low, high, v));
|
||||
return vec4(lessThan(A, B));
|
||||
}
|
||||
|
||||
float dist(vec3 A, vec3 B)
|
||||
{
|
||||
return dot(abs(A-B), Y);
|
||||
}
|
||||
|
||||
// Calculate color distance between two vectors of four pixels
|
||||
vec4 dist4(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
|
||||
}
|
||||
|
||||
vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
|
||||
{
|
||||
return round(mix(low, high, v));
|
||||
}
|
||||
|
||||
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;
|
||||
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;
|
||||
return info;
|
||||
}
|
||||
|
||||
/*
|
||||
mat4 unpack_info(vec4 i)
|
||||
{
|
||||
mat4 info;
|
||||
info[0] = round(modf(i/2.0, i));
|
||||
info[1] = round(modf(i/2.0, i));
|
||||
info[2] = round(modf(i/2.0, i));
|
||||
info[3] = i;
|
||||
|
||||
return transpose(info);
|
||||
}*/
|
||||
|
||||
mat2x4 unpack_info2(float i)
|
||||
{
|
||||
mat2x4 info;
|
||||
info[0].x = round(modf(i/2.0, i));
|
||||
info[0].y = round(modf(i/2.0, i));
|
||||
info[0].z = round(modf(i/2.0, i));
|
||||
info[0].w = round(modf(i/2.0, i));
|
||||
info[1].x = round(modf(i/2.0, i));
|
||||
info[1].y = round(modf(i/2.0, i));
|
||||
info[1].z = round(modf(i/2.0, i));
|
||||
info[1].w = i;
|
||||
|
||||
return info;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 px; // px = pixel to blend
|
||||
float pxr, pxd, line, edr3_nrl, edr3_ndu;
|
||||
vec4 edri, edr, edr_l, edr_u, edr3_l, edr3_u, px; // px = pixel, edr = edge detection rule
|
||||
vec4 fx, fx_l, fx_u, fx3_l, fx3_u; // inequations of straight lines.
|
||||
vec3 res1, res2;
|
||||
vec4 fx45i, fx45, fx30, fx60, fx15, fx75;
|
||||
|
||||
vec2 pos = fract(vTexCoord*params.SourceSize.xy)-vec2(0.5, 0.5); // pos = pixel position
|
||||
vec2 dir = sign(pos); // dir = pixel direction
|
||||
vec2 fp = fract(vTexCoord*global.SourceSize.xy);
|
||||
|
||||
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 B = texture(Original, t1.xy).rgb;
|
||||
vec3 D = texture(Original, t2.xw).rgb;
|
||||
vec3 E = texture(Original, t2.yw).rgb;
|
||||
vec3 F = texture(Original, t2.zw).rgb;
|
||||
vec3 H = texture(Original, t1.xw).rgb;
|
||||
|
||||
vec3 F = texture(Original, vTexCoord +g1).xyz;
|
||||
vec3 B = texture(Original, vTexCoord -g2).xyz;
|
||||
vec3 D = texture(Original, vTexCoord -g1).xyz;
|
||||
vec3 H = texture(Original, vTexCoord +g2).xyz;
|
||||
vec3 E = texture(Original, vTexCoord ).xyz;
|
||||
mat4x3 e = mat4x3(E, E, E, E);
|
||||
mat4x3 f = mat4x3(F, B, D, H);
|
||||
mat4x3 h = mat4x3(H, F, B, D);
|
||||
|
||||
vec3 F4 = texture(Original, vTexCoord +2.0*g1).xyz;
|
||||
vec3 I = texture(Original, vTexCoord +g1+g2).xyz;
|
||||
vec3 H5 = texture(Original, vTexCoord +2.0*g2).xyz;
|
||||
// These inequations define the line below which interpolation occurs.
|
||||
fx = (Ao*fp.y+Bo*fp.x);
|
||||
fx_l = (Ax*fp.y+Bx*fp.x);
|
||||
fx_u = (Ay*fp.y+By*fp.x);
|
||||
fx3_l = ( Az*fp.y + Bz*fp.x );
|
||||
fx3_u = ( Aw*fp.y + Bw*fp.x );
|
||||
|
||||
vec4 icomp = round(saturate(mul(dir, sym_vectors))); // choose info component
|
||||
float info = remapFrom01(dot(texture(Source, vTexCoord ), icomp), 255.0); // retrieve 1st pass info
|
||||
float info_nr = remapFrom01(dot(texture(Source, vTexCoord+g1), icomp), 255.0); // 1st pass info from neighbor r
|
||||
float info_nd = remapFrom01(dot(texture(Source, vTexCoord+g2), icomp), 255.0); // 1st pass info from neighbor d
|
||||
if (XBR_BLENDING == 1.0) {
|
||||
vec4 delta = vec4(aa_factor);
|
||||
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
|
||||
vec4 deltaU = deltaL.yxwz;
|
||||
|
||||
modf(info/2.0f, info); // discard info
|
||||
modf(info/2.0f, info); // discard info
|
||||
px.x = round(modf(info/2.0, info));
|
||||
px.y = round(modf(info/2.0, info));
|
||||
fx45 = saturate( 0.5 + (fx - Co ) / delta );
|
||||
fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
|
||||
fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
|
||||
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
|
||||
fx15 = saturate( 0.5 + (fx3_l - Cz ) / deltaL );
|
||||
fx75 = saturate( 0.5 + (fx3_u - Cw ) / deltaU );
|
||||
}
|
||||
else {
|
||||
fx45 = LT( Co, fx );
|
||||
fx30 = LT( Cx, fx_l );
|
||||
fx60 = LT( Cy, fx_u );
|
||||
fx45i = LT( Co + Ci, fx );
|
||||
fx15 = LT( Cz, fx3_l );
|
||||
fx75 = LT( Cw, fx3_u );
|
||||
}
|
||||
|
||||
vec4 flags = unpack_info(info); // retrieve 1st pass flags
|
||||
vec4 info = texture(Source, vTexCoord);
|
||||
|
||||
edr3_nrl = round(modf(info_nr/2.0, info_nr));
|
||||
modf(info_nr/2.0, info_nr); // discard info_nr
|
||||
modf(info_nr/2.0, info_nr); // discard info_nr
|
||||
pxr = round(modf(info_nr/2.0, info_nr));
|
||||
vec4 i = remapFrom01(info, low, high);
|
||||
|
||||
modf(info_nd/2.0, info_nd); // discard info_nd
|
||||
edr3_ndu = round(modf(info_nd/2.0, info_nd));
|
||||
modf(info_nd/2.0, info_nd); // discard info_nd
|
||||
pxd = round(modf(info_nd/2.0, info_nd));
|
||||
mat2x4 edx = unpack_info2(i.x);
|
||||
mat2x4 edy = unpack_info2(i.y);
|
||||
mat2x4 edz = unpack_info2(i.z);
|
||||
|
||||
float aux = round(dot(vec4(8.0, 4.0, 2.0, 1.0), flags));
|
||||
vec3 slep;
|
||||
edr = edx[0];
|
||||
edr_l = edy[0];
|
||||
edr_u = edz[0];
|
||||
edri = unpack_info(i.w);
|
||||
edr3_l = edx[1];
|
||||
edr3_u = edy[1];
|
||||
px = edz[1];
|
||||
|
||||
fx45i = edri * fx45i;
|
||||
fx45 = edr * fx45;
|
||||
fx30 = edr_l * fx30;
|
||||
fx60 = edr_u * fx60;
|
||||
fx15 = edr3_l * fx15;
|
||||
fx75 = edr3_u * fx75;
|
||||
|
||||
vec4 maximos = max(max(max(fx15, fx30), max(fx60, fx75)), max(fx45, fx45i));
|
||||
|
||||
res1 = mix(E, mix(H, F, px.x), maximos.x);
|
||||
res2 = mix(E, mix(B, D, px.z), maximos.z);
|
||||
|
||||
vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
res1 = mix(E, mix(F, B, px.y), maximos.y);
|
||||
res2 = mix(E, mix(D, H, px.w), maximos.w);
|
||||
|
||||
vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
|
||||
|
||||
|
||||
if (aux >= 6.0)
|
||||
{
|
||||
slep = (aux==6.0 ? lines[6] : (aux==7.0 ? lines[7] : (aux==8.0 ? lines[8] : (aux==9.0 ? lines[9] : (aux==10.0 ? lines[10] : lines[11])))));
|
||||
}
|
||||
else
|
||||
{
|
||||
slep = (aux==0.0 ? lines[0] : (aux==1.0 ? lines[1] : (aux==2.0 ? lines[2] : (aux==3.0 ? lines[3] : (aux==4.0 ? lines[4] : lines[5])))));
|
||||
}
|
||||
|
||||
|
||||
vec2 fp = (dir.x*dir.y) > 0.0 ? abs(pos) : abs(pos.yx);
|
||||
|
||||
vec3 fp1 = vec3(fp.yx, -1);
|
||||
|
||||
vec3 color = E;
|
||||
float fx;
|
||||
|
||||
if (aux < 10.0)
|
||||
{
|
||||
fx = saturate(dot(fp1, slep)/(2.*delta.x)+0.5);
|
||||
color = mix(E, mix(mix(H, F, px.y), mix(D, B, px.y), px.x), fx); // interpolate if there's edge
|
||||
}
|
||||
else if (edr3_nrl == 1.0)
|
||||
{
|
||||
fx = saturate(dot(fp1, lines[10])/(2.*delta.x)+0.5);
|
||||
color = mix(E, mix(I, F4, pxr), fx); // interpolate if there's edge
|
||||
}
|
||||
else if (edr3_ndu == 1.0)
|
||||
{
|
||||
fx = saturate(dot(fp1, lines[11])/(2.*delta.x)+0.5);
|
||||
color = mix(E, mix(H5, I, pxd), fx); // interpolate if there's edge
|
||||
}
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
||||
FragColor = vec4(res, 1.0);
|
||||
}
|
||||
|
|
260
xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass1b.slang
Normal file
260
xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass1b.slang
Normal file
|
@ -0,0 +1,260 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Hyllian's xBR-lv3 - pass1b Shader
|
||||
|
||||
Copyright (C) 2011-2022 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
|
||||
{
|
||||
float XBR_BLENDING;
|
||||
} params;
|
||||
|
||||
#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
|
||||
|
||||
#define XBR_BLENDING params.XBR_BLENDING
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
} global;
|
||||
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define round(X) floor((X)+0.5)
|
||||
|
||||
const vec4 low = vec4( 0.0, 0.0, 0.0, 0.0);
|
||||
const vec4 high = vec4(255.0, 255.0, 255.0, 255.0);
|
||||
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
|
||||
|
||||
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
|
||||
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
|
||||
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
|
||||
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
|
||||
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
|
||||
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
|
||||
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
|
||||
|
||||
const vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
|
||||
const vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
|
||||
const vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
|
||||
const vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
|
||||
const vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
|
||||
const vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
|
||||
|
||||
#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 float aa_factor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
// vTexCoord = TexCoord;
|
||||
vTexCoord = TexCoord * 1.0001;
|
||||
|
||||
float dx = global.SourceSize.z;
|
||||
float dy = global.SourceSize.w;
|
||||
|
||||
// A1 B1 C1
|
||||
// A0 A B C C4
|
||||
// D0 D E F F4
|
||||
// G0 G H I I4
|
||||
// G5 H5 I5
|
||||
|
||||
aa_factor = 2.0*global.OutputSize.z * global.SourceSize.x;
|
||||
|
||||
t1 = vTexCoord.xyyy + vec4( 0, -dy, 0, dy); // B
|
||||
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); //D E F
|
||||
// H
|
||||
}
|
||||
|
||||
#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 float aa_factor;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D xbr3x;
|
||||
|
||||
// Return if A components are less than or equal B ones.
|
||||
vec4 LTE(vec4 A, vec4 B)
|
||||
{
|
||||
return step(A, B);
|
||||
}
|
||||
|
||||
// Return if A components are less than B ones.
|
||||
vec4 LT(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(lessThan(A, B));
|
||||
}
|
||||
|
||||
float dist(vec3 A, vec3 B)
|
||||
{
|
||||
return dot(abs(A-B), Y);
|
||||
}
|
||||
|
||||
// Calculate color distance between two vectors of four pixels
|
||||
vec4 dist4(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
|
||||
}
|
||||
|
||||
vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
|
||||
{
|
||||
return round(mix(low, high, v));
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
/*
|
||||
mat4 unpack_info(vec4 i)
|
||||
{
|
||||
mat4 info;
|
||||
info[0] = round(modf(i/2.0, i));
|
||||
info[1] = round(modf(i/2.0, i));
|
||||
info[2] = round(modf(i/2.0, i));
|
||||
info[3] = i;
|
||||
|
||||
return transpose(info);
|
||||
}*/
|
||||
|
||||
mat2x4 unpack_info2(float i)
|
||||
{
|
||||
mat2x4 info;
|
||||
info[0].x = round(modf(i/2.0, i));
|
||||
info[0].y = round(modf(i/2.0, i));
|
||||
info[0].z = round(modf(i/2.0, i));
|
||||
info[0].w = round(modf(i/2.0, i));
|
||||
info[1].x = round(modf(i/2.0, i));
|
||||
info[1].y = round(modf(i/2.0, i));
|
||||
info[1].z = round(modf(i/2.0, i));
|
||||
info[1].w = i;
|
||||
|
||||
return info;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 edri, edr, edr_l, edr_u, edr3_l, edr3_u, px; // px = pixel, edr = edge detection rule
|
||||
vec4 fx, fx_l, fx_u, fx3_l, fx3_u; // inequations of straight lines.
|
||||
vec3 res1, res2;
|
||||
vec4 fx45i, fx45, fx30, fx60, fx15, fx75;
|
||||
|
||||
vec2 fp = fract(vTexCoord*global.SourceSize.xy);
|
||||
|
||||
vec3 B = texture(xbr3x, t1.xy).rgb;
|
||||
vec3 D = texture(xbr3x, t2.xw).rgb;
|
||||
vec3 E = texture(xbr3x, t2.yw).rgb;
|
||||
vec3 F = texture(xbr3x, t2.zw).rgb;
|
||||
vec3 H = texture(xbr3x, t1.xw).rgb;
|
||||
|
||||
mat4x3 e = mat4x3(E, E, E, E);
|
||||
mat4x3 f = mat4x3(F, B, D, H);
|
||||
mat4x3 h = mat4x3(H, F, B, D);
|
||||
|
||||
// These inequations define the line below which interpolation occurs.
|
||||
fx = (Ao*fp.y+Bo*fp.x);
|
||||
fx_l = (Ax*fp.y+Bx*fp.x);
|
||||
fx_u = (Ay*fp.y+By*fp.x);
|
||||
fx3_l = ( Az*fp.y + Bz*fp.x );
|
||||
fx3_u = ( Aw*fp.y + Bw*fp.x );
|
||||
|
||||
if (XBR_BLENDING == 1.0) {
|
||||
vec4 delta = vec4(aa_factor);
|
||||
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
|
||||
vec4 deltaU = deltaL.yxwz;
|
||||
|
||||
fx45 = saturate( 0.5 + (fx - Co ) / delta );
|
||||
fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
|
||||
fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
|
||||
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
|
||||
fx15 = saturate( 0.5 + (fx3_l - Cz ) / deltaL );
|
||||
fx75 = saturate( 0.5 + (fx3_u - Cw ) / deltaU );
|
||||
}
|
||||
else {
|
||||
fx45 = LT( Co, fx );
|
||||
fx30 = LT( Cx, fx_l );
|
||||
fx60 = LT( Cy, fx_u );
|
||||
fx45i = LT( Co + Ci, fx );
|
||||
fx15 = LT( Cz, fx3_l );
|
||||
fx75 = LT( Cw, fx3_u );
|
||||
}
|
||||
|
||||
vec4 info = texture(Source, vTexCoord);
|
||||
|
||||
vec4 i = remapFrom01(info, low, high);
|
||||
|
||||
mat2x4 edx = unpack_info2(i.x);
|
||||
mat2x4 edy = unpack_info2(i.y);
|
||||
mat2x4 edz = unpack_info2(i.z);
|
||||
|
||||
edr = edx[0];
|
||||
edr_l = edy[0];
|
||||
edr_u = edz[0];
|
||||
edri = unpack_info(i.w);
|
||||
edr3_l = edx[1];
|
||||
edr3_u = edy[1];
|
||||
px = edz[1];
|
||||
|
||||
fx45i = edri * fx45i;
|
||||
fx45 = edr * fx45;
|
||||
fx30 = edr_l * fx30;
|
||||
fx60 = edr_u * fx60;
|
||||
fx15 = edr3_l * fx15;
|
||||
fx75 = edr3_u * fx75;
|
||||
|
||||
vec4 maximos = max(max(max(fx15, fx30), max(fx60, fx75)), max(fx45, fx45i));
|
||||
|
||||
res1 = mix(E, mix(H, F, px.x), maximos.x);
|
||||
res2 = mix(E, mix(B, D, px.z), maximos.z);
|
||||
|
||||
vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
res1 = mix(E, mix(F, B, px.y), maximos.y);
|
||||
res2 = mix(E, mix(D, H, px.w), maximos.w);
|
||||
|
||||
vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
|
||||
|
||||
|
||||
FragColor = vec4(res, 1.0);
|
||||
}
|
29
xbr/xbr-lv3-9x-multipass.slangp
Normal file
29
xbr/xbr-lv3-9x-multipass.slangp
Normal file
|
@ -0,0 +1,29 @@
|
|||
shaders = "5"
|
||||
|
||||
shader0 = shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang
|
||||
filter_linear0 = "false"
|
||||
scale_type0 = "source"
|
||||
scale0 = "1.000000"
|
||||
|
||||
shader1 = shaders/xbr-lv3-multipass/xbr-lv3-pass1.slang
|
||||
filter_linear1 = "false"
|
||||
scale_type1 = "source"
|
||||
scale1 = "3.000000"
|
||||
alias1 = xbr3x
|
||||
|
||||
shader2 = shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang
|
||||
filter_linear2 = "false"
|
||||
scale_type2 = "source"
|
||||
scale2 = "1.000000"
|
||||
|
||||
shader3 = shaders/xbr-lv3-multipass/xbr-lv3-pass1b.slang
|
||||
filter_linear3 = "false"
|
||||
scale_type3 = "source"
|
||||
scale3 = "3.000000"
|
||||
|
||||
shader4 = "shaders/support/b-spline.slang"
|
||||
filter_linear4 = false
|
||||
|
||||
parameters = "XBR_BLENDING"
|
||||
|
||||
XBR_BLENDING = "0.0"
|
|
@ -1,8 +1,15 @@
|
|||
shaders = 2
|
||||
shaders = "3"
|
||||
shader0 = shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang
|
||||
scale_type0 = "source"
|
||||
scale0 = "1.000000"
|
||||
|
||||
shader0 = "shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang"
|
||||
filter_linear0 = false
|
||||
scale_type0 = source
|
||||
shader1 = shaders/xbr-lv3-multipass/xbr-lv3-pass1.slang
|
||||
scale_type1 = "source"
|
||||
scale1 = "3.000000"
|
||||
|
||||
shader2 = "shaders/support/b-spline.slang"
|
||||
filter_linear2 = false
|
||||
|
||||
filter_linear0 = "false"
|
||||
filter_linear1 = "false"
|
||||
|
||||
shader1 = "shaders/xbr-lv3-multipass/xbr-lv3-pass1.slang"
|
||||
filter_linear1 = false
|
||||
|
|
Loading…
Reference in a new issue