add nonfunctional xbr-mlv4-multipass

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unknown 2016-09-09 11:02:16 -05:00
parent 10f9dc0129
commit 52f1441058
5 changed files with 930 additions and 0 deletions

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#version 450
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;
/*
Hyllian's xBR MultiLevel4 Shader - Pass1
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#define round(X) floor((X)+0.5)
#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*t1).rgb
const float cf2 = 2.0;
const float cf3 = 4.0;
const float cf4 = 4.0;
const vec4 eq_thresholdold = vec4(15.0, 15.0, 15.0, 15.0);
const vec4 eq_threshold = vec4( 2.0, 2.0, 2.0, 2.0);
const vec4 eq_threshold3 = vec4(25.0, 25.0, 25.0, 25.0);
const vec3 Yuv_weight = vec3(4.0, 1.0, 2.0);
const mat3x3 yuv = mat3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const mat3x3 yuvT = mat3x3(0.299, -0.169, 0.499,
0.587, -0.331, -0.418,
0.114, 0.499, -0.0813);
const mat3x3 yuv_weighted = mat3x3(Yuv_weight.x*yuv[0], Yuv_weight.y*yuv[1], Yuv_weight.z*yuv[2]);
const vec4 maximo = vec4(255.0f, 255.0f, 255.0f, 255.0f);
vec4 df(vec4 A, vec4 B)
{
return vec4(abs(A-B));
}
bvec4 rd(vec4 A, vec4 B, vec4 C, vec4 D)
{
return (greaterThan(df(C,D)/(df(A,B)+0.000000001) , vec4(2.0)));
}
bvec4 id(vec4 A, vec4 B, vec4 C, vec4 D)
{
return greaterThan(df(C,D) , df(A,B));
}
vec4 remapTo01(vec4 v, vec4 high)
{
return (v/high);
}
bvec4 eq(vec4 A, vec4 B)
{
return lessThan(df(A, B) , eq_threshold);
}
bvec4 eq3(vec4 A, vec4 B)
{
return lessThan(df(A, B) , eq_threshold3);
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
#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 vec2 t1;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float dx = params.SourceSize.z;
float dy = params.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
t1 = vec2(dx, dy); // F H
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 t1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
bvec4 edr0, edr, edr_left, edr_up, edr3_left, edr3_up, edr4_left, edr4_up; // edr = edge detection rule
bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
bvec4 interp_restriction_lv3_left, interp_restriction_lv3_up;
bvec4 interp_restriction_lv4_left, interp_restriction_lv4_up;
vec3 A3 = TEX(-1,-3);
vec3 B3 = TEX( 0,-3);
vec3 C3 = TEX( 1,-3);
vec3 A1 = TEX(-1,-2);
vec3 B1 = TEX( 0,-2);
vec3 C1 = TEX( 1,-2);
vec3 A2 = TEX(-3,-1);
vec3 A0 = TEX(-2,-1);
vec3 A = TEX(-1,-1);
vec3 B = TEX( 0,-1);
vec3 C = TEX( 1,-1);
vec3 C4 = TEX( 2,-1);
vec3 C6 = TEX( 3,-1);
vec3 D2 = TEX(-3, 0);
vec3 D0 = TEX(-2, 0);
vec3 D = TEX(-1, 0);
vec3 E = TEX( 0, 0);
vec3 F = TEX( 1, 0);
vec3 F4 = TEX( 2, 0);
vec3 F6 = TEX( 3, 0);
vec3 G2 = TEX(-3, 1);
vec3 G0 = TEX(-2, 1);
vec3 G = TEX(-1, 1);
vec3 H = TEX( 0, 1);
vec3 I = TEX( 1, 1);
vec3 I4 = TEX( 2, 1);
vec3 I6 = TEX( 3, 1);
vec3 G5 = TEX(-1, 2);
vec3 H5 = TEX( 0, 2);
vec3 I5 = TEX( 1, 2);
vec3 G7 = TEX(-1, 3);
vec3 H7 = TEX( 0, 3);
vec3 I7 = TEX( 1, 3);
mat4x3 bdhf = yuvT * mat4x3(B, D, H, F);
bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
vec4 b = Yuv_weight * bdhf;
bdhf = yuvT * mat4x3(C, A, G, I);
bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
vec4 c = Yuv_weight * bdhf;
bdhf = yuvT * mat4x3(E, E, E, E);
bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
vec4 e = Yuv_weight * bdhf;
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
bdhf = yuvT * mat4x3(I4, C1, A0, G5);
bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
vec4 i4 = Yuv_weight * bdhf;
bdhf = yuvT * mat4x3(I5, C4, A1, G0);
bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
vec4 i5 = Yuv_weight * bdhf;
bdhf = yuvT * mat4x3(H5, F4, B1, D0);
bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
vec4 h5 = Yuv_weight * bdhf;
vec4 f4 = h5.yzwx;
vec4 c1 = i4.yzwx;
vec4 g0 = i5.wxyz;
vec4 b1 = h5.zwxy;
vec4 d0 = h5.wxyz;
bdhf = yuvT * mat4x3(I6, C3, A2, G7);
bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
vec4 i6 = Yuv_weight * bdhf;
bdhf = yuvT * mat4x3(I7, C6, A3, G2);
bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
vec4 i7 = Yuv_weight * bdhf;
bdhf = yuvT * mat4x3(H7, F6, B3, D2);
bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
vec4 h7 = Yuv_weight * bdhf;
vec4 f6 = h7.yzwx;
vec4 c3 = i6.yzwx;
vec4 g2 = i7.wxyz;
vec4 b3 = h7.zwxy;
vec4 d2 = h7.wxyz;
interp_restriction_lv1 = (notEqual(e,f ) == bvec4(true) && notEqual(e,h) == bvec4(true)) ? bvec4(true) : bvec4(false);
interp_restriction_lv2_left = (notEqual(e,g ) == bvec4(true) && notEqual(d,g) == bvec4(true) && (eq(e, d) == bvec4(true) || eq(h, g) == bvec4(true))) ? bvec4(true) : bvec4(false);
interp_restriction_lv2_up = (notEqual(e,c ) == bvec4(true) && notEqual(b,c) == bvec4(true) && (eq(e, b) == bvec4(true) || eq(f, c) == bvec4(true))) ? bvec4(true) : bvec4(false);
interp_restriction_lv3_left = (notEqual(e,g0) == bvec4(true) && notEqual(d0,g0) == bvec4(true) && (eq(d,d0) == bvec4(true) || eq(g,g0) == bvec4(true))) ? bvec4(true) : bvec4(false);
interp_restriction_lv3_up = (notEqual(e,c1) == bvec4(true) && notEqual(b1,c1) == bvec4(true) && (eq(b,b1) == bvec4(true) || eq(c,c1) == bvec4(true))) ? bvec4(true) : bvec4(false);
interp_restriction_lv4_left = (notEqual(e,g2) == bvec4(true) && notEqual(d2,g2) == bvec4(true) && (eq(d0,d2) == bvec4(true) || eq(g0,g2) == bvec4(true))) ? bvec4(true) : bvec4(false);
interp_restriction_lv4_up = (notEqual(e,c3) == bvec4(true) && notEqual(b3,c3) == bvec4(true) && (eq(b1,b3) == bvec4(true) || eq(c1,c3) == bvec4(true))) ? bvec4(true) : bvec4(false);
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
edr0 = (lessThanEqual(wd1 , wd2) == bvec4(true) && interp_restriction_lv1 == bvec4(true)) ? bvec4(true) : bvec4(false);
edr = (lessThan(wd1 , wd2) == bvec4(true) && interp_restriction_lv1 == bvec4(true) && ( eq(f,b) == bvec4(false) && id(f,c,f,b) == bvec4(false) || eq(h,d) == bvec4(false) && id(h,g,h,d) == bvec4(false) || eq(e,g) == bvec4(true) || eq(e,c) == bvec4(true))) ? bvec4(true) : bvec4(false);
edr_left = (lessThanEqual((cf2*df(f,g)) , df(h,c)) == bvec4(true) && interp_restriction_lv2_left == bvec4(true) && edr == bvec4(true)) ? bvec4(true) : bvec4(false);
edr_up = (greaterThanEqual(df(f,g) , (cf2*df(h,c))) == bvec4(true) && interp_restriction_lv2_up == bvec4(true) && edr == bvec4(true)) ? bvec4(true) : bvec4(false);
edr3_left = (lessThanEqual((cf3*df(f,g0)) , df(h,c1)) == bvec4(true) && interp_restriction_lv3_left == bvec4(true) && edr_left == bvec4(true)) ? bvec4(true) : bvec4(false);
edr3_up = (greaterThanEqual(df(f,g0) , (cf3*df(h,c1))) == bvec4(true) && interp_restriction_lv3_up == bvec4(true) && edr_up == bvec4(true)) ? bvec4(true) : bvec4(false);
edr4_left = (lessThanEqual((cf4*df(f,g2)) , df(h,c3)) == bvec4(true) && interp_restriction_lv4_left == bvec4(true) && edr3_left == bvec4(true)) ? bvec4(true) : bvec4(false);
edr4_up = (greaterThanEqual(df(f,g2) , (cf4*df(h,c3))) == bvec4(true) && interp_restriction_lv4_up == bvec4(true) && edr3_up == bvec4(true)) ? bvec4(true) : bvec4(false);
vec4 info;
info = (edr4_left == bvec4(true) && edr4_up == bvec4(false)) ? vec4(8.0) : ((edr4_up == bvec4(true) && edr4_left == bvec4(false)) ? vec4(7.0) : ((edr3_left == bvec4(true) && edr3_up == bvec4(false)) ? vec4(6.0) : ((edr3_up == bvec4(true) && edr3_left == bvec4(false)) ? vec4(5.0) : ((edr_left == bvec4(true) && edr_up == bvec4(false)) ? vec4(4.0) : ((edr_up == bvec4(true) && edr_left == bvec4(false)) ? vec4(3.0) : (edr == bvec4(true) ? vec4(2.0) : (edr0 == bvec4(true) ? vec4(1.0) : vec4(0.0))))))));
FragColor = vec4(remapTo01(info, maximo));
}

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#version 450
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;
/*
Hyllian's xBR MultiLevel4 Shader - Pass2
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#define round(X) floor((X)+0.5)
const float cf2 = 2.0;
const float cf3 = 4.0;
const float cf4 = 4.0;
const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
const vec4 eq_threshold2 = vec4( 5.0, 5.0, 5.0, 5.0);
const vec4 eq_threshold3 = vec4(25.0, 25.0, 25.0, 25.0);
const float y_weight = 48.0;
const float u_weight = 7.0;
const float v_weight = 6.0;
const mat3x3 yuv = mat3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const mat3x3 yuv_weighted = mat3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
const vec4 maximo = vec4(255.0f, 255.0f, 255.0f, 255.0f);
vec4 df(vec4 A, vec4 B)
{
return vec4(abs(A-B));
}
bvec4 rd(vec4 A, vec4 B, vec4 C, vec4 D)
{
return (greaterThan(df(C,D)/(df(A,B)+0.000000001) , vec4(2.0)));
}
bvec4 id(vec4 A, vec4 B, vec4 C, vec4 D)
{
return greaterThan(df(C,D) , df(A,B));
}
vec4 remapTo01(vec4 v, vec4 high)
{
return (v/high);
}
vec4 remapFrom01(vec4 v, vec4 high)
{
return round(high*v);
}
bvec4 eq(vec4 A, vec4 B)
{
return lessThan(df(A, B) , eq_threshold);
}
bvec4 eq2(vec4 A, vec4 B)
{
return lessThan(df(A, B) , eq_threshold2);
}
bvec4 eq3(vec4 A, vec4 B)
{
return lessThan(df(A, B) , eq_threshold3);
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
layout(location = 4) out vec4 t4;
layout(location = 5) out vec4 t5;
layout(location = 6) out vec4 t6;
layout(location = 7) out vec4 t7;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float dx = params.SourceSize.z;
float dy = params.SourceSize.w;
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
t1 = vTexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
t3 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
t4 = vTexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
t5 = vTexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 4) in vec4 t4;
layout(location = 5) in vec4 t5;
layout(location = 6) in vec4 t6;
layout(location = 7) in vec4 t7;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
void main()
{
vec4 PA = texture(Source, t2.xw);
vec4 PB = texture(Source, t2.yw);
vec4 PC = texture(Source, t2.zw);
vec4 PD = texture(Source, t3.xw);
vec4 PE = texture(Source, t3.yw);
vec4 PF = texture(Source, t3.zw);
vec4 PG = texture(Source, t4.xw);
vec4 PH = texture(Source, t4.yw);
vec4 PI = texture(Source, t4.zw);
vec3 A1 = texture(Original, t1.xw).rgb;
vec3 B1 = texture(Original, t1.yw).rgb;
vec3 C1 = texture(Original, t1.zw).rgb;
vec3 A = texture(Original, t2.xw).rgb;
vec3 B = texture(Original, t2.yw).rgb;
vec3 C = texture(Original, t2.zw).rgb;
vec3 D = texture(Original, t3.xw).rgb;
vec3 E = texture(Original, t3.yw).rgb;
vec3 F = texture(Original, t3.zw).rgb;
vec3 G = texture(Original, t4.xw).rgb;
vec3 H = texture(Original, t4.yw).rgb;
vec3 I = texture(Original, t4.zw).rgb;
vec3 G5 = texture(Original, t5.xw).rgb;
vec3 H5 = texture(Original, t5.yw).rgb;
vec3 I5 = texture(Original, t5.zw).rgb;
vec3 A0 = texture(Original, t6.xy).rgb;
vec3 D0 = texture(Original, t6.xz).rgb;
vec3 G0 = texture(Original, t6.xw).rgb;
vec3 C4 = texture(Original, t7.xy).rgb;
vec3 F4 = texture(Original, t7.xz).rgb;
vec3 I4 = texture(Original, t7.xw).rgb;
vec4 b = yuv_weighted[0] * mat4x3(B, D, H, F);
vec4 c = yuv_weighted[0] * mat4x3(C, A, G, I);
vec4 e = yuv_weighted[0] * mat4x3(E, E, E, E);
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = yuv_weighted[0] * mat4x3(I4, C1, A0, G5);
vec4 i5 = yuv_weighted[0] * mat4x3(I5, C4, A1, G0);
vec4 h5 = yuv_weighted[0] * mat4x3(H5, F4, B1, D0);
vec4 f4 = h5.yzwx;
vec4 pe = remapFrom01(PE, maximo);
vec4 pf = remapFrom01(PF, maximo);
vec4 ph = remapFrom01(PH, maximo);
vec4 pb = remapFrom01(PB, maximo);
vec4 pd = remapFrom01(PD, maximo);
vec4 f2 = vec4(pf.z, pb.w, pd.x, ph.y);
vec4 h2 = vec4(ph.z, pf.w, pb.x, pd.y);
vec4 f1 = vec4(pf.y, pb.z, pd.w, ph.x);
vec4 h3 = vec4(ph.w, pf.x, pb.y, pd.z);
bvec4 nbrs = (greaterThan(pe.yzwx, vec4(1.0)) == bvec4(true) || greaterThan(pe.wxyz, vec4(1.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag1 = (greaterThan(f2, vec4(1.0)) == bvec4(true) || greaterThan(h2, vec4(1.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag2 = (greaterThan(f2, vec4(2.0)) == bvec4(true) || greaterThan(h2, vec4(2.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag3 = (greaterThan(f2, vec4(4.0)) == bvec4(true) || greaterThan(h2, vec4(4.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
pe = (pe == vec4(7.0) || pe == vec4(8.0)) ? ((jag3 == bvec4(true)) ? pe : (pe - float(2.0))) : pe;
pe = (pe == vec4(5.0) || pe == vec4(6.0)) ? ((jag2 == bvec4(true)) ? pe : (pe - float(2.0))) : pe;
bvec4 jag91 = ((id(h,i,e,h) == bvec4(true) || id(i4,i,f4,i4) == bvec4(true)) && greaterThan(f2 , vec4(1.0)) == bvec4(true) && greaterThan(f1 , vec4(1.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag92 = ((id(f,i,e,f) == bvec4(true) || id(i5,i,h5,i5) == bvec4(true)) && greaterThan(h2 , vec4(1.0)) == bvec4(true) && greaterThan(h3 , vec4(1.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag93 = ( rd(h,g,e,g) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag94 = ( rd(f,c,e,c) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag9 = ((jag91 == bvec4(true) && jag93 == bvec4(true) || jag92 == bvec4(true) && jag94 == bvec4(true)) == false) ? bvec4(true) : bvec4(false);
pe = ((pe == vec4(0.0)) || (nbrs == bvec4(false) || jag1 == bvec4(true)) && jag9 == bvec4(true)) ? pe : vec4(1.0);
FragColor = vec4(remapTo01(pe, maximo));
}

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#version 450
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;
/*
Hyllian's xBR MultiLevel4 Shader - Pass3
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#define round(X) floor((X)+0.5)
const float coef = 2.0;
const float cf = 4.0;
const float eq_threshold = 15.0;
const float y_weight = 48.0;
const float u_weight = 7.0;
const float v_weight = 6.0;
const mat3x3 yuv = mat3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const mat3x3 yuv_weighted = mat3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
const vec4 maximo = vec4(255.0f, 255.0f, 255.0f, 255.0f);
const vec4 low = vec4(-64.0f, -64.0f, -64.0f, -64.0f);
const vec4 high = vec4( 64.0f, 64.0f, 64.0f, 64.0f);
const mat2x4 sym_vectors = mat2x4(1, 1, -1, -1, 1, -1, -1, 1);
// Bx, Ay, C
const vec3 lines[13] = {
vec3( 4.0, 4.0, 4.0), // 0 NL
vec3( 4.0, 4.0, 3.0), // 1 LV0
vec3( 4.0, 4.0, 2.0), // 2 LV1
vec3( 8.0, 4.0, 2.0), // 3 LV2u
vec3( 4.0, 8.0, 2.0), // 4 LV2l
vec3(12.0, 4.0, 2.0), // 5 LV3u
vec3( 4.0,12.0, 2.0), // 6 LV3l
vec3(16.0, 4.0, 2.0), // 7 LV4u
vec3( 4.0,16.0, 2.0), // 8 LV4l
vec3(12.0, 4.0, 6.0), // 9 LV3u
vec3( 4.0,12.0, 6.0), // 10 LV3l
vec3(16.0, 4.0, 6.0), // 11 LV4u
vec3( 4.0,16.0, 6.0), // 12 LV4l
};
vec4 remapTo01(vec4 v, vec4 low, vec4 high)
{
return clamp((v - low)/(high-low), 0.0, 1.0);
}
float remapFrom01(float v, float high)
{
return round(high*v);
}
float df(float A, float B)
{
return abs(A-B);
}
bool eq(float A, float B)
{
return (df(A, B) < eq_threshold);
}
float weighted_distance(float a, float b, float c, float d, float e, float f, float g, float h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float dx = params.OriginalSize.z;
float dy = params.OriginalSize.w;
// A3 B3 C3
// A1 B1 C1
//A2 A0 A B C C4 C6
//D2 D0 D E F F4 F6
//G2 G0 G H I I4 I6
// G5 H5 I5
// G7 H7 I7
t1 = vec4(dx, 0, 0, dy); // F H
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
void main()
{
float px;
vec2 pos = fract(vTexCoord.xy * params.OriginalSize.xy) - vec2(0.4999, 0.4999); // pos = pixel position
vec2 dir = sign(pos); // dir = pixel direction
vec2 g1 = dir * ( clamp(-dir.y*dir.x, 0.0, 1.0) * t1.zw + clamp( dir.y*dir.x, 0.0, 1.0) * t1.xy);
vec2 g2 = dir * ( clamp( dir.y*dir.x, 0.0, 1.0) * t1.zw + clamp(-dir.y*dir.x, 0.0, 1.0) * t1.xy);
vec3 E = texture(Original, vTexCoord ).rgb;
vec3 F = texture(Original, vTexCoord + g1).rgb;
vec3 H = texture(Original, vTexCoord + g2).rgb;
vec3 I = texture(Original, vTexCoord + g1 + g2).rgb;
vec3 F4 = texture(Original, vTexCoord + 2.0 * g1).rgb;
vec3 H5 = texture(Original, vTexCoord + 2.0 * g2).rgb;
float e = dot(E, yuv_weighted[0]);
float f = dot(F, yuv_weighted[0]);
float h = dot(H, yuv_weighted[0]);
float i = dot(I, yuv_weighted[0]);
float f4 = dot(F4, yuv_weighted[0]);
float h5 = dot(H5, yuv_weighted[0]);
vec4 icomp = round(clamp(sym_vectors * dir, 0.0, 1.0)); // choose info component
float infoE = remapFrom01(dot(texture(Source, vTexCoord ), icomp), 255.0f); // retrieve 1st pass info
float infoF = remapFrom01(dot(texture(Source, vTexCoord+g1), icomp), 255.0f); // 1st pass info from neighbor r
float infoH = remapFrom01(dot(texture(Source, vTexCoord+g2), icomp), 255.0f); // 1st pass info from neighbor d
vec4 lparam;
vec2 addr;
if (infoF == 8.0)
{
lparam.xyz = lines[12];
px = ((df(f,f4) <= df(f,i)) == true) ? 1.0 : 0.0;
addr.x = 2*px + clamp(1.0-px, 0.0, 1.0);
addr.y = clamp(1.0-px, 0.0, 1.0);
}
else if (infoH == 7.0)
{
lparam.xyz = lines[11];
px = ((df(h,h5) <= df(h,i)) == true) ? 1.0 : 0.0;
addr.x = clamp(1.0-px, 0.0, 1.0);
addr.y = 2*px + clamp(1.0-px, 0.0, 1.0);
}
else if (infoF == 6.0)
{
lparam.xyz = lines[10];
px = ((df(f,f4) <= df(f,i)) == true) ? 1.0 : 0.0;
addr.x = 2*px + clamp(1.0-px, 0.0, 1.0);
addr.y = clamp(1.0-px, 0.0, 1.0);
}
else if (infoH == 5.0)
{
lparam.xyz = lines[9];
px = ((df(h,h5) <= df(h,i)) == true) ? 1.0 : 0.0;
addr.x = clamp(1.0-px, 0.0, 1.0);
addr.y = 2*px + clamp(1.0-px, 0.0, 1.0);
}
else
{
px = ((df(e,f) <= df(e,h)) == true) ? 1.0 : 0.0;
addr.x = px;
addr.y = clamp(1.0-px, 0.0, 1.0);
lparam.xyz = (infoE == 8.0) ? lines[8] : ((infoE == 7.0) ? lines[7] : ((infoE == 6.0) ? lines[6] : ((infoE == 5.0) ? lines[5] : ((infoE == 4.0) ? lines[4] : ((infoE == 3.0) ? lines[3] : ((infoE == 2.0) ? lines[2] : ((infoE == 1.0) ? lines[1] : lines[0])))))));
}
bool inv = (dir.x*dir.y) < 0.0 ? true : false;
// Rotate address from relative to absolute.
addr = addr*dir.yx;
addr = inv ? addr.yx : addr;
// Rotate straight line equation from relative to absolute.
lparam.xy = lparam.xy*dir.yx;
lparam.xy = inv ? lparam.yx : lparam.xy;
addr.x += 2.0;
addr.y += 2.0;
lparam.w = addr.x*8.0 + addr.y;
FragColor = vec4(remapTo01(lparam, low, high));
}
/*
19 1
9 1
4 0
2 0
1 1
0 0
0 0000 ND
1 0001 EDR0
2 0010 EDR
3 0011 EDRU
4 0100 EDRL
5 0101 EDRU3
6 0110 EDRL3
0 1 2 3 4
-2 -1 0 1 2
*/

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#version 450
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;
/*
Hyllian's xBR MultiLevel4 Shader - Pass4
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#define round(X) floor((X)+0.5)
const vec3 bin = vec3( 4.0f, 2.0f, 1.0f);
const vec4 low = vec4(-64.0f, -64.0f, -64.0f, -64.0f);
const vec4 high = vec4( 64.0f, 64.0f, 64.0f, 64.0f);
const mat2x4 sym_vectors = mat2x4(1, 1, -1, -1, 1, -1, -1, 1);
vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
{
return round(mix(low, high, v));
}
float c_df(vec3 c1, vec3 c2)
{
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
vec4 unpack_info(float i)
{
vec4 info;
info.x = round(modf(i/2.0f, i));
info.y = round(modf(i/2.0f, i));
info.z = round(modf(i/2.0f, i));
info.w = i;
return info;
}
float df(float A, float B)
{
return abs(A-B);
}
#define GET_PIXEL(PARAM, PIXEL)\
info = PARAM;\
ay.z = round( modf( info/2.0f, info ) );\
ay.y = round( modf( info/2.0f, info ) );\
ay.x = round( modf( info/2.0f, info ) );\
ax.z = round( modf( info/2.0f, info ) );\
ax.y = round( modf( info/2.0f, info ) );\
ax.x = round( info );\
iq.x = dot( ax, bin ) - 2.0;\
iq.y = dot( ay, bin ) - 2.0;\
PIXEL = texture( Original, vTexCoord + iq.x * t1.xy + iq.y * t1.zw ).xyz;\
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out float scale_factor;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float dx = params.OriginalSize.z;
float dy = params.OriginalSize.w;
// A3 B3 C3
// A1 B1 C1
//A2 A0 A B C C4 C6
//D2 D0 D E F F4 F6
//G2 G0 G H I I4 I6
// G5 H5 I5
// G7 H7 I7
t1 = vec4(dx, 0, 0, dy); // F H
scale_factor = params.OutputSize.x * params.OriginalSize.z;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in float scale_factor;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
void main()
{
vec2 fp = fract( vTexCoord * params.OriginalSize.xy ) - vec2( 0.4999, 0.4999 ); // pos = pixel position
vec2 pxcoord = floor(vTexCoord * params.OriginalSize.xy) * params.OriginalSize.zw;
vec4 UL = texture(Source, pxcoord + 0.25 * t1.xy + 0.25 * t1.zw );
vec4 UR = texture(Source, pxcoord + 0.75 * t1.xy + 0.25 * t1.zw );
vec4 DL = texture(Source, pxcoord + 0.25 * t1.xy + 0.75 * t1.zw );
vec4 DR = texture(Source, pxcoord + 0.75 * t1.xy + 0.75 * t1.zw );
vec4 ulparam = remapFrom01( UL, low, high ); // retrieve 1st pass info
vec4 urparam = remapFrom01( UR, low, high ); // retrieve 1st pass info
vec4 dlparam = remapFrom01( DL, low, high ); // retrieve 1st pass info
vec4 drparam = remapFrom01( DR, low, high ); // retrieve 1st pass info
vec3 E = texture( Original, vTexCoord ).xyz;
vec3 ax, ay, PX, PY, PZ, PW;
float info;
vec2 iq;
GET_PIXEL(ulparam.w, PX);
GET_PIXEL(urparam.w, PY);
GET_PIXEL(dlparam.w, PZ);
GET_PIXEL(drparam.w, PW);
vec3 fp1 = vec3( fp, -1 );
vec3 color;
vec4 fx;
vec4 inc = vec4(abs(ulparam.x / ulparam.y), abs(urparam.x / urparam.y), abs(dlparam.x / dlparam.y), abs(drparam.x / drparam.y));
vec4 level = max(inc, 1.0 / inc);
fx.x = clamp( dot( fp1, ulparam.xyz ) * scale_factor / ( 8 * level.x ) + 0.5 , 0.0, 1.0);
fx.y = clamp( dot( fp1, urparam.xyz ) * scale_factor / ( 8 * level.y ) + 0.5 , 0.0, 1.0);
fx.z = clamp( dot( fp1, dlparam.xyz ) * scale_factor / ( 8 * level.z ) + 0.5 , 0.0, 1.0);
fx.w = clamp( dot( fp1, drparam.xyz ) * scale_factor / ( 8 * level.w ) + 0.5 , 0.0, 1.0);
vec3 c1, c2, c3, c4;
c1 = mix( E, PX, fx.x );
c2 = mix( E, PY, fx.y );
c3 = mix( E, PZ, fx.z );
c4 = mix( E, PW, fx.w );
color = c1;
color = ( (c_df(c2, E) > c_df(color, E)) ) ? c2 : color;
color = ( (c_df(c3, E) > c_df(color, E)) ) ? c3 : color;
color = ( (c_df(c4, E) > c_df(color, E)) ) ? c4 : color;
FragColor = vec4(color, 1.0);
}

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shaders = "4"
shader0 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass1.slang
filter_linear0 = "false"
float_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
alias0 = "PASS1"
shader1 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass2.slang
filter_linear1 = "false"
float_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
alias1 = "PASS2"
shader2 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass3.slang
filter_linear2 = "false"
float_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "2.000000"
scale_type_y2 = "source"
scale_y2 = "2.000000"
alias2 = "PASS3"
shader3 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass4.slang
filter_linear3 = "false"
float_framebuffer3 = "false"