From 56d8fd0c5ffd5c5ad4de0e88febea83aa181c55e Mon Sep 17 00:00:00 2001 From: hunterk Date: Fri, 15 Sep 2017 12:08:33 -0500 Subject: [PATCH] add super-xbr-6p-adaptive --- xbr/shaders/super-xbr/super-xbr-pass0.slang | 105 +++++++++++++---- xbr/shaders/super-xbr/super-xbr-pass1.slang | 117 ++++++++++++++----- xbr/shaders/super-xbr/super-xbr-pass1b.slang | 102 +++++++++++++--- xbr/shaders/super-xbr/super-xbr-pass2.slang | 111 +++++++++++++----- xbr/super-xbr-6p-adaptive.slangp | 44 +++++++ xbr/super-xbr-6p-small-details.slangp | 4 +- 6 files changed, 378 insertions(+), 105 deletions(-) create mode 100644 xbr/super-xbr-6p-adaptive.slangp diff --git a/xbr/shaders/super-xbr/super-xbr-pass0.slang b/xbr/shaders/super-xbr/super-xbr-pass0.slang index d109566..b4b80b1 100644 --- a/xbr/shaders/super-xbr/super-xbr-pass0.slang +++ b/xbr/shaders/super-xbr/super-xbr-pass0.slang @@ -35,17 +35,24 @@ layout(push_constant) uniform Push float XBR_EDGE_STR; float XBR_WEIGHT; float XBR_ANTI_RINGING; - float DETAILS; + float MODE; + float XBR_EDGE_SHP; + float XBR_TEXTURE_SHP; } params; #pragma parameter XBR_EDGE_STR "Xbr - Edge Strength p0" 0.6 0.0 5.0 0.2 #pragma parameter XBR_WEIGHT "Xbr - Filter Weight" 1.0 0.00 1.50 0.01 #pragma parameter XBR_ANTI_RINGING "Xbr - Anti-Ringing Level" 1.0 0.0 1.0 1.0 -#pragma parameter DETAILS "Xbr - Preserve Details" 0.0 0.0 1.0 1.0 +#pragma parameter MODE "Mode - Normal, Details, Adaptive" 0.0 0.0 2.0 1.0 +#pragma parameter XBR_EDGE_SHP "Adaptive Dynamic Edge Sharp" 0.4 0.0 3.0 0.1 +#pragma parameter XBR_TEXTURE_SHP "Adaptive Static Edge Sharp" 1.0 0.0 2.0 0.1 #define XBR_EDGE_STR params.XBR_EDGE_STR #define XBR_WEIGHT params.XBR_WEIGHT #define XBR_ANTI_RINGING params.XBR_ANTI_RINGING +#define MODE params.MODE +#define XBR_EDGE_SHP params.XBR_EDGE_SHP +#define XBR_TEXTURE_SHP params.XBR_TEXTURE_SHP layout(std140, set = 0, binding = 0) uniform UBO { @@ -54,16 +61,6 @@ layout(std140, set = 0, binding = 0) uniform UBO #define mul(a,b) (b*a) -#define wp1 1.0 -#define wp2 0.0 -#define wp3 0.0 -//#define wp4 2.0 -#define wp5 -1.0 -#define wp6 0.0 - -#define weight1 (XBR_WEIGHT*1.29633/10.0) -#define weight2 (XBR_WEIGHT*1.75068/10.0/2.0) - const vec3 Y = vec3(.2126, .7152, .0722); float RGBtoYUV(vec3 color) @@ -87,15 +84,13 @@ float df(float A, float B) */ -float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) +float d_wd(float wp1, float wp2, float wp3, float wp4, float wp5, float wp6, float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) { - float wp4 = (params.DETAILS > 0.5) ? 1.0 : 2.0; return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3))); } -float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) +float hv_wd(float wp1, float wp2, float wp3, float wp4, float wp5, float wp6, float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) { - float wp4 = (params.DETAILS > 0.5) ? 1.0 : 2.0; return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) + wp3*(df(i1,e2)+df(i3,e4)+df(e1,i2)+df(e3,i4))); } @@ -103,11 +98,17 @@ vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d) { return min(a, min(b, min(c, d))); } + vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) { return max(a, max(b, max(c, d))); } +float max4float(float a, float b, float c, float d) +{ + return max(a, max(b, max(c, d))); +} + #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; @@ -141,6 +142,46 @@ layout(set = 0, binding = 2) uniform sampler2D Source; void main() { +// settings // + float wp1, wp2, wp3, wp4, wp5, wp6, weight1, weight2; + if (MODE == 1.0) + { + wp1 = 1.0; + wp2 = 0.0; + wp3 = 0.0; + wp4 = 1.0; + wp5 = -1.0; + wp6 = 0.0; + + weight1 = (XBR_WEIGHT*1.29633/10.0); + weight2 = (XBR_WEIGHT*1.75068/10.0/2.0); + } + else if (MODE == 2.0) + { + wp1 = 1.0; + wp2 = 0.0; + wp3 = 0.0; + wp4 = 2.0; + wp5 = -1.0; + wp6 = 0.0; + + weight1 = (1.29633/10.0); + weight2 = (1.75068/10.0/2.0); + } + else + { + wp1 = 2.0; + wp2 = 1.0; + wp3 = -1.0; + wp4 = 4.0; + wp5 = -1.0; + wp6 = 1.0; + + weight1 = (XBR_WEIGHT*1.29633/10.0); + weight2 = (XBR_WEIGHT*1.75068/10.0/2.0); + } +// end settings // + vec3 P0 = texture(Source, t1.xy).xyz; vec3 P1 = texture(Source, t1.zy).xyz; vec3 P2 = texture(Source, t1.xw).xyz; @@ -176,23 +217,41 @@ void main() float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 ); /* Calc edgeness in diagonal directions. */ - float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); + float d_edge = (d_wd( wp1, wp2, wp3, wp4, wp5, wp6, d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( wp1, wp2, wp3, wp4, wp5, wp6, c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); /* Calc edgeness in horizontal/vertical directions. */ - float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4)); + float hv_edge = (hv_wd(wp1, wp2, wp3, wp4, wp5, wp6, f, i, e, h, c, i5, b, h5) - hv_wd(wp1, wp2, wp3, wp4, wp5, wp6, e, f, h, i, d, f4, g, i4)); float limits = XBR_EDGE_STR + 0.000001; float edge_strength = smoothstep(0.0, limits, abs(d_edge)); + + vec4 w1, w2; + vec3 c3, c4; + if (MODE == 2.0) + { + float contrast = max(max4float(df(e,f),df(e,i),df(e,h),df(f,h)),max(df(f,i),df(h,i)))/(e+0.001); - /* Filter weights. Two taps only. */ - vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); - vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + float wgt1 = weight1*(smoothstep(0.0, 0.6, contrast)*XBR_EDGE_SHP + XBR_TEXTURE_SHP); + float wgt2 = weight2*(smoothstep(0.0, 0.6, contrast)*XBR_EDGE_SHP + XBR_TEXTURE_SHP); + + /* Filter weights. Two taps only. */ + w1 = vec4(-wgt1, wgt1+ 0.5, wgt1+ 0.5, -wgt1); + w2 = vec4(-wgt2, wgt2+0.25, wgt2+0.25, -wgt2); + c3 = mul(w2, mat4x3(P0+2.0*(D+G)+P2, B+2.0*(E+H)+H5, C+2.0*(F+I)+I5, P1+2.0*(F4+I4)+P3))/3.0; + c4 = mul(w2, mat4x3(P0+2.0*(C+B)+P1, D+2.0*(F+E)+F4, G+2.0*(I+H)+I4, P2+2.0*(I5+H5)+P3))/3.0; + } + else + { + /* Filter weights. Two taps only. */ + w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); + w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); + c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); + } /* Filtering and normalization in four direction generating four colors. */ vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 )); vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 )); - vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); - vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); /* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */ vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength); diff --git a/xbr/shaders/super-xbr/super-xbr-pass1.slang b/xbr/shaders/super-xbr/super-xbr-pass1.slang index a4b5e3d..0c99aed 100644 --- a/xbr/shaders/super-xbr/super-xbr-pass1.slang +++ b/xbr/shaders/super-xbr/super-xbr-pass1.slang @@ -26,9 +26,9 @@ */ -const float XBR_EDGE_STR = 0.6; -const float XBR_WEIGHT = 1.0; -const float XBR_ANTI_RINGING = 1.0; +#define XBR_EDGE_STR 0.6 +#define XBR_WEIGHT 1.0 +#define XBR_ANTI_RINGING 1.0 layout(push_constant) uniform Push { @@ -36,10 +36,18 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; - float DETAILS; + float MODE; + float XBR_EDGE_SHP; + float XBR_TEXTURE_SHP; } params; -#pragma parameter DETAILS "Xbr - Preserve Details" 0.0 0.0 1.0 1.0 +#pragma parameter MODE "Mode - Normal, Details, Adaptive" 0.0 0.0 2.0 1.0 +#pragma parameter XBR_EDGE_SHP "Adaptive Dynamic Edge Sharp" 0.4 0.0 3.0 0.1 +#pragma parameter XBR_TEXTURE_SHP "Adaptive Static Edge Sharp" 1.0 0.0 2.0 0.1 + +#define MODE params.MODE +#define XBR_EDGE_SHP params.XBR_EDGE_SHP +#define XBR_TEXTURE_SHP params.XBR_TEXTURE_SHP layout(std140, set = 0, binding = 0) uniform UBO { @@ -48,16 +56,6 @@ layout(std140, set = 0, binding = 0) uniform UBO #define mul(a,b) (b*a) -#define wp1 1.0 -#define wp2 0.0 -#define wp3 0.0 -//#define wp4 0.0 -//#define wp5 0.0 -#define wp6 0.0 - -#define weight1 (XBR_WEIGHT*1.75068/10.0) -#define weight2 (XBR_WEIGHT*1.29633/10.0/2.0) - const vec3 Y = vec3(.2126, .7152, .0722); float RGBtoYUV(vec3 color) @@ -80,21 +78,13 @@ float df(float A, float B) P2 */ -float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) +float d_wd(float wp1, float wp2, float wp3, float wp4, float wp5, float wp6, float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) { - float wp4 = 0.0; - float wp5 = 0.0; - if(params.DETAILS > 0.5) - { - wp4 = 1.0; - wp5 = -1.0; - } return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3))); } -float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) +float hv_wd(float wp1, float wp2, float wp3, float wp4, float wp5, float wp6, float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) { - float wp4 = (params.DETAILS > 0.5) ? 1.0 : 0.0; return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) + wp3*(df(i1,e2)+df(i3,e4)+df(e1,i2)+df(e3,i4))); } @@ -107,6 +97,11 @@ vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) return max(a, max(b, max(c, d))); } +float max4float(float a, float b, float c, float d) +{ + return max(a, max(b, max(c, d))); +} + #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; @@ -126,6 +121,46 @@ layout(set = 0, binding = 3) uniform sampler2D Original; void main() { +// settings // + float wp1, wp2, wp3, wp4, wp5, wp6, weight1, weight2; + if (MODE == 1.0) + { + wp1 = 1.0; + wp2 = 0.0; + wp3 = 0.0; + wp4 = 1.0; + wp5 = -1.0; + wp6 = 0.0; + + weight1 = (XBR_WEIGHT*1.75068/10.0); + weight2 = (XBR_WEIGHT*1.29633/10.0/2.0); + } + else if (MODE == 2.0) + { + wp1 = 8.0; + wp2 = 0.0; + wp3 = 0.0; + wp4 = 0.0; + wp5 = 0.0; + wp6 = 0.0; + + weight1 = (1.75068/10.0); + weight2 = (1.29633/10.0/2.0); + } + else + { + wp1 = 8.0; + wp2 = 0.0; + wp3 = 0.0; + wp4 = 0.0; + wp5 = 0.0; + wp6 = 0.0; + + weight1 = (XBR_WEIGHT*1.75068/10.0); + weight2 = (XBR_WEIGHT*1.29633/10.0/2.0); + } +// end settings // + //Skip pixels on wrong grid vec2 fp = fract(vTexCoord.xy * params.SourceSize.xy); vec2 dir = fp - vec2(0.5,0.5); @@ -172,23 +207,41 @@ void main() float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 ); /* Calc edgeness in diagonal directions. */ - float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); + float d_edge = (d_wd( wp1, wp2, wp3, wp4, wp5, wp6, d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( wp1, wp2, wp3, wp4, wp5, wp6, c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); /* Calc edgeness in horizontal/vertical directions. */ - float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4)); + float hv_edge = (hv_wd(wp1, wp2, wp3, wp4, wp5, wp6, f, i, e, h, c, i5, b, h5) - hv_wd(wp1, wp2, wp3, wp4, wp5, wp6, e, f, h, i, d, f4, g, i4)); float limits = XBR_EDGE_STR + 0.000001; float edge_strength = smoothstep(0.0, limits, abs(d_edge)); + + vec4 w1, w2; + vec3 c3, c4; + if (MODE == 2.0) + { + float contrast = max(max4float(df(e,f),df(e,i),df(e,h),df(f,h)),max(df(f,i),df(h,i)))/(e+0.001); - /* Filter weights. Two taps only. */ - vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); - vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + float wgt1 = weight1*(smoothstep(0.0, 0.6, contrast)*XBR_EDGE_SHP + XBR_TEXTURE_SHP); + float wgt2 = weight2*(smoothstep(0.0, 0.6, contrast)*XBR_EDGE_SHP + XBR_TEXTURE_SHP); + + /* Filter weights. Two taps only. */ + w1 = vec4(-wgt1, wgt1+ 0.5, wgt1+ 0.5, -wgt1); + w2 = vec4(-wgt2, wgt2+0.25, wgt2+0.25, -wgt2); + c3 = mul(w2, mat4x3(P0+2.0*(D+G)+P2, B+2.0*(E+H)+H5, C+2.0*(F+I)+I5, P1+2.0*(F4+I4)+P3))/3.0; + c4 = mul(w2, mat4x3(P0+2.0*(C+B)+P1, D+2.0*(F+E)+F4, G+2.0*(I+H)+I4, P2+2.0*(I5+H5)+P3))/3.0; + } + else + { + /* Filter weights. Two taps only. */ + w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); + w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); + c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); + } /* Filtering and normalization in four direction generating four colors. */ vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 )); vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 )); - vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); - vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); /* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */ vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength); diff --git a/xbr/shaders/super-xbr/super-xbr-pass1b.slang b/xbr/shaders/super-xbr/super-xbr-pass1b.slang index b3d97ca..70ad0eb 100644 --- a/xbr/shaders/super-xbr/super-xbr-pass1b.slang +++ b/xbr/shaders/super-xbr/super-xbr-pass1b.slang @@ -36,8 +36,19 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; + float MODE; + float XBR_EDGE_SHP; + float XBR_TEXTURE_SHP; } params; +#pragma parameter MODE "Mode - Normal, Details, Adaptive" 0.0 0.0 2.0 1.0 +#pragma parameter XBR_EDGE_SHP "Adaptive Dynamic Edge Sharp" 0.4 0.0 3.0 0.1 +#pragma parameter XBR_TEXTURE_SHP "Adaptive Static Edge Sharp" 1.0 0.0 2.0 0.1 + +#define MODE params.MODE +#define XBR_EDGE_SHP params.XBR_EDGE_SHP +#define XBR_TEXTURE_SHP params.XBR_TEXTURE_SHP + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -47,16 +58,6 @@ layout(std140, set = 0, binding = 0) uniform UBO #define XBR_RES 2.0 -#define wp1 1.0 -#define wp2 0.0 -#define wp3 0.0 -#define wp4 4.0 -#define wp5 0.0 -#define wp6 0.0 - -#define weight1 (XBR_WEIGHT*1.75068/10.0) -#define weight2 (XBR_WEIGHT*1.29633/10.0/2.0) - const vec3 Y = vec3(.2126, .7152, .0722); float RGBtoYUV(vec3 color) @@ -79,12 +80,12 @@ float df(float A, float B) P2 */ -float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) +float d_wd(float wp1, float wp2, float wp3, float wp4, float wp5, float wp6, float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) { return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3))); } -float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) +float hv_wd(float wp1, float wp2, float wp3, float wp4, float wp5, float wp6, float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) { return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) + wp3*(df(i1,e2)+df(i3,e4)+df(e1,i2)+df(e3,i4))); } @@ -93,11 +94,17 @@ vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d) { return min(a, min(b, min(c, d))); } + vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) { return max(a, max(b, max(c, d))); } +float max4float(float a, float b, float c, float d) +{ + return max(a, max(b, max(c, d))); +} + #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; @@ -117,6 +124,45 @@ layout(set = 0, binding = 3) uniform sampler2D PassPrev2; void main() { +// settings // + float wp1, wp2, wp3, wp4, wp5, wp6, weight1, weight2; + if (MODE == 1.0) + { + wp1 = 1.0; + wp2 = 0.0; + wp3 = 0.0; + wp4 = 1.0; + wp5 = -1.0; + wp6 = 0.0; + + weight1 = (XBR_WEIGHT*1.75068/10.0); + weight2 = (XBR_WEIGHT*1.29633/10.0/2.0); + } + else if (MODE == 2.0) + { + wp1 = 8.0; + wp2 = 0.0; + wp3 = 0.0; + wp4 = 0.0; + wp5 = 0.0; + wp6 = 0.0; + + weight1 = (1.75068/10.0); + weight2 = (1.29633/10.0/2.0); + } + else + { + wp1 = 8.0; + wp2 = 0.0; + wp3 = 0.0; + wp4 = 0.0; + wp5 = 0.0; + wp6 = 0.0; + + weight1 = (XBR_WEIGHT*1.75068/10.0); + weight2 = (XBR_WEIGHT*1.29633/10.0/2.0); + } +// end settings // //Skip pixels on wrong grid vec2 fp = fract(vTexCoord*params.SourceSize.xy); vec2 dir = fp - vec2(0.5,0.5); @@ -161,23 +207,41 @@ void main() float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 ); /* Calc edgeness in diagonal directions. */ - float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); + float d_edge = (d_wd( wp1, wp2, wp3, wp4, wp5, wp6, d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( wp1, wp2, wp3, wp4, wp5, wp6, c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); /* Calc edgeness in horizontal/vertical directions. */ - float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4)); + float hv_edge = (hv_wd(wp1, wp2, wp3, wp4, wp5, wp6, f, i, e, h, c, i5, b, h5) - hv_wd(wp1, wp2, wp3, wp4, wp5, wp6, e, f, h, i, d, f4, g, i4)); float limits = XBR_EDGE_STR + 0.000001; float edge_strength = smoothstep(0.0, limits, abs(d_edge)); - /* Filter weights. Two taps only. */ - vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); - vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + vec4 w1, w2; + vec3 c3, c4; + if (MODE == 2.0) + { + float contrast = max(max4float(df(e,f),df(e,i),df(e,h),df(f,h)),max(df(f,i),df(h,i)))/(e+0.001); + + float wgt1 = weight1*(smoothstep(0.0, 0.6, contrast)*XBR_EDGE_SHP + XBR_TEXTURE_SHP); + float wgt2 = weight2*(smoothstep(0.0, 0.6, contrast)*XBR_EDGE_SHP + XBR_TEXTURE_SHP); + + /* Filter weights. Two taps only. */ + w1 = vec4(-wgt1, wgt1+ 0.5, wgt1+ 0.5, -wgt1); + w2 = vec4(-wgt2, wgt2+0.25, wgt2+0.25, -wgt2); + c3 = mul(w2, mat4x3(P0+2.0*(D+G)+P2, B+2.0*(E+H)+H5, C+2.0*(F+I)+I5, P1+2.0*(F4+I4)+P3))/3.0; + c4 = mul(w2, mat4x3(P0+2.0*(C+B)+P1, D+2.0*(F+E)+F4, G+2.0*(I+H)+I4, P2+2.0*(I5+H5)+P3))/3.0; + } + else + { + /* Filter weights. Two taps only. */ + w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); + w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); + c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); + } /* Filtering and normalization in four direction generating four colors. */ vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 )); vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 )); - vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); - vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); /* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */ vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength); diff --git a/xbr/shaders/super-xbr/super-xbr-pass2.slang b/xbr/shaders/super-xbr/super-xbr-pass2.slang index 2434a75..3e51141 100644 --- a/xbr/shaders/super-xbr/super-xbr-pass2.slang +++ b/xbr/shaders/super-xbr/super-xbr-pass2.slang @@ -36,10 +36,18 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; - float DETAILS; + float MODE; + float XBR_EDGE_SHP; + float XBR_TEXTURE_SHP; } params; -#pragma parameter DETAILS "Xbr - Preserve Details" 0.0 0.0 1.0 1.0 +#pragma parameter MODE "Mode - Normal, Details, Adaptive" 0.0 0.0 2.0 1.0 +#pragma parameter XBR_EDGE_SHP "Adaptive Dynamic Edge Sharp" 0.4 0.0 3.0 0.1 +#pragma parameter XBR_TEXTURE_SHP "Adaptive Static Edge Sharp" 1.0 0.0 2.0 0.1 + +#define MODE params.MODE +#define XBR_EDGE_SHP params.XBR_EDGE_SHP +#define XBR_TEXTURE_SHP params.XBR_TEXTURE_SHP layout(std140, set = 0, binding = 0) uniform UBO { @@ -48,16 +56,6 @@ layout(std140, set = 0, binding = 0) uniform UBO #define mul(a,b) (b*a) -#define wp1 1.0 -#define wp2 0.0 -#define wp3 0.0 -//#define wp4 0.0 -//#define wp5 0.0 -#define wp6 0.0 - -#define weight1 (XBR_WEIGHT*1.29633/10.0) -#define weight2 (XBR_WEIGHT*1.75068/10.0/2.0) - const vec3 Y = vec3(.2126, .7152, .0722); float RGBtoYUV(vec3 color) @@ -80,21 +78,13 @@ float df(float A, float B) P2 */ -float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) +float d_wd(float wp1, float wp2, float wp3, float wp4, float wp5, float wp6, float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) { - float wp4 = 0.0; - float wp5 = 0.0; - if(params.DETAILS > 0.5) - { - wp4 = 1.0; - wp5 = -1.0; - } return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3))); } -float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) +float hv_wd(float wp1, float wp2, float wp3, float wp4, float wp5, float wp6, float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) { - float wp4 = (params.DETAILS > 0.5) ? 1.0 : 0.0; return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) + wp3*(df(i1,e2)+df(i3,e4)+df(e1,i2)+df(e3,i4))); } @@ -107,6 +97,11 @@ vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) return max(a, max(b, max(c, d))); } +float max4float(float a, float b, float c, float d) +{ + return max(a, max(b, max(c, d))); +} + #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; @@ -140,6 +135,46 @@ layout(set = 0, binding = 2) uniform sampler2D Source; void main() { +// settings // + float wp1, wp2, wp3, wp4, wp5, wp6, weight1, weight2; + if (MODE == 1.0) + { + wp1 = 1.0; + wp2 = 0.0; + wp3 = 0.0; + wp4 = 0.0; + wp5 = 0.0; + wp6 = 0.0; + + weight1 = (XBR_WEIGHT*1.29633/10.0); + weight2 = (XBR_WEIGHT*1.75068/10.0/2.0); + } + else if (MODE == 2.0) + { + wp1 = 1.0; + wp2 = 0.0; + wp3 = 1.0; + wp4 = 3.0; + wp5 = -2.0; + wp6 = 0.0; + + weight1 = (1.29633/10.0); + weight2 = (1.75068/10.0/2.0); + } + else + { + wp1 = 1.0; + wp2 = 0.0; + wp3 = 2.0; + wp4 = 3.0; + wp5 = -2.0; + wp6 = 1.0; + + weight1 = (XBR_WEIGHT*1.29633/10.0); + weight2 = (XBR_WEIGHT*1.75068/10.0/2.0); + } +// end settings // + vec3 P0 = texture(Source, t1.xy).xyz; vec3 P1 = texture(Source, t1.zy).xyz; vec3 P2 = texture(Source, t1.xw).xyz; @@ -185,23 +220,41 @@ void main() */ /* Calc edgeness in diagonal directions. */ - float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); + float d_edge = (d_wd( wp1, wp2, wp3, wp4, wp5, wp6, d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( wp1, wp2, wp3, wp4, wp5, wp6, c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); /* Calc edgeness in horizontal/vertical directions. */ - float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4)); + float hv_edge = (hv_wd(wp1, wp2, wp3, wp4, wp5, wp6, f, i, e, h, c, i5, b, h5) - hv_wd(wp1, wp2, wp3, wp4, wp5, wp6, e, f, h, i, d, f4, g, i4)); float limits = XBR_EDGE_STR + 0.000001; float edge_strength = smoothstep(0.0, limits, abs(d_edge)); + + vec4 w1, w2; + vec3 c3, c4; + if (MODE == 2.0) + { + float contrast = max(max4float(df(e,f),df(e,i),df(e,h),df(f,h)),max(df(f,i),df(h,i)))/(e+0.001); - /* Filter weights. Two taps only. */ - vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); - vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + float wgt1 = weight1*(smoothstep(0.0, 0.6, contrast)*XBR_EDGE_SHP + XBR_TEXTURE_SHP); + float wgt2 = weight2*(smoothstep(0.0, 0.6, contrast)*XBR_EDGE_SHP + XBR_TEXTURE_SHP); + + /* Filter weights. Two taps only. */ + w1 = vec4(-wgt1, wgt1+ 0.5, wgt1+ 0.5, -wgt1); + w2 = vec4(-wgt2, wgt2+0.25, wgt2+0.25, -wgt2); + c3 = mul(w2, mat4x3(P0+2.0*(D+G)+P2, B+2.0*(E+H)+H5, C+2.0*(F+I)+I5, P1+2.0*(F4+I4)+P3))/3.0; + c4 = mul(w2, mat4x3(P0+2.0*(C+B)+P1, D+2.0*(F+E)+F4, G+2.0*(I+H)+I4, P2+2.0*(I5+H5)+P3))/3.0; + } + else + { + /* Filter weights. Two taps only. */ + w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); + w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); + c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); + } /* Filtering and normalization in four direction generating four colors. */ vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 )); vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 )); - vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); - vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); /* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */ vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength); diff --git a/xbr/super-xbr-6p-adaptive.slangp b/xbr/super-xbr-6p-adaptive.slangp new file mode 100644 index 0000000..01f37a1 --- /dev/null +++ b/xbr/super-xbr-6p-adaptive.slangp @@ -0,0 +1,44 @@ +shaders = "7" +shader0 = "shaders/super-xbr/super-xbr-pass0.slang" +filter_linear0 = false +scale_type_x0 = "source" +scale_x0 = "1.000000" +scale_type_y0 = "source" +scale_y0 = "1.000000" +shader1 = "shaders/super-xbr/super-xbr-pass1.slang" +filter_linear1 = false +scale_type_x1 = "source" +scale_x1 = "2.000000" +scale_type_y1 = "source" +scale_y1 = "2.000000" +alias2 = "PassPrev2" +shader2 = "shaders/super-xbr/super-xbr-pass2.slang" +filter_linear2 = false +scale_type_x2 = "source" +scale_x2 = "1.000000" +scale_type_y2 = "source" +scale_y2 = "1.000000" +shader3 = "shaders/super-xbr/super-xbr-pass0.slang" +filter_linear3 = false +scale_type_x3 = "source" +scale_x3 = "1.000000" +scale_type_y3 = "source" +scale_y3 = "1.000000" +shader4 = "shaders/super-xbr/super-xbr-pass1b.slang" +filter_linear4 = false +scale_type_x4 = "source" +scale_x4 = "2.000000" +scale_type_y4 = "source" +scale_y4 = "2.000000" +shader5 = "shaders/super-xbr/super-xbr-pass2.slang" +filter_linear5 = false +scale_type_x5 = "source" +scale_x5 = "1.000000" +scale_type_y5 = "source" +scale_y5 = "1.000000" +shader6 = "shaders/super-xbr/custom-jinc2-sharper.slang" +filter_linear6 = false + +parameters = "MODE;XBR_EDGE_STR" +MODE = "2.0" +XBR_EDGE_STR = "2.0" diff --git a/xbr/super-xbr-6p-small-details.slangp b/xbr/super-xbr-6p-small-details.slangp index 9ca4d88..e4b2cd1 100644 --- a/xbr/super-xbr-6p-small-details.slangp +++ b/xbr/super-xbr-6p-small-details.slangp @@ -39,6 +39,6 @@ scale_y5 = "1.000000" shader6 = "shaders/super-xbr/custom-jinc2-sharper.slang" filter_linear6 = false -parameters = "DETAILS;XBR_EDGE_STR" -DETAILS = "1.0" +parameters = "MODE;XBR_EDGE_STR" +MODE = "1.0" XBR_EDGE_STR = "2.0"