mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
Translated all of the shaders to allow the super-xbr-2p preset to work.
Final image doesn't seem to be quite right - horizontal lines are bumpy.
This commit is contained in:
parent
27efe97300
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19
xbr/shaders/super-xbr-2p.slangp
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19
xbr/shaders/super-xbr-2p.slangp
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shaders = 3
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shader0 = super-xbr/super-xbr-pass0.slang
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filter_linear0 = false
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = super-xbr/super-xbr-pass1.slang
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filter_linear1 = false
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scale_type_x1 = "source"
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scale_x1 = "2.000000"
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scale_type_y1 = "source"
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scale_y1 = "2.000000"
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shader2 = super-xbr/custom-jinc2-sharper.slang
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filter_linear2 = false
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161
xbr/shaders/super-xbr/custom-jinc2-sharper.slang
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xbr/shaders/super-xbr/custom-jinc2-sharper.slang
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#version 450
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/*
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Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
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Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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/* VERTEX_SHADER */
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define JINC2_WINDOW_SINC 0.42
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#define JINC2_SINC 0.92
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#define JINC2_AR_STRENGTH 0.0
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// END PARAMETERS //
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/*
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This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5,
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where r1 and r2 are the first two zeros of jinc function.
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For a jinc 2-lobe best approximation, use A=0.5 and B=0.825.
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*/
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// A=0.5, B=0.825 is the best jinc approximation for x<2.5. if B=1.0, it's a lanczos filter.
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// Increase A to get more blur. Decrease it to get a sharper picture.
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// B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns.
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#define halfpi 1.5707963267948966192313216916398
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#define pi 3.1415926535897932384626433832795
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#define wa (JINC2_WINDOW_SINC*pi)
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#define wb (JINC2_SINC*pi)
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vec3 Y = vec3(0.299, 0.587, 0.114);
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// Calculates the distance between two points
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float d(vec2 pt1, vec2 pt2)
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{
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vec2 v = pt2 - pt1;
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return sqrt(dot(v, v));
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}
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vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return min(a, min(b, min(c, d)));
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}
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vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return max(a, max(b, max(c, d)));
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}
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vec4 resampler(vec4 x)
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{
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return (x == vec4(0.0)) ? vec4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
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}
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void main()
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{
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vec2 dx = vec2(1.0, 0.0);
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vec2 dy = vec2(0.0, 1.0);
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vec2 pc = vTexCoord*global.SourceSize.xy;
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vec2 tc = (floor(pc - vec2(0.5, 0.5)) + vec2(0.5, 0.5));
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mat4x4 weights = mat4x4(
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resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy))),
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resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx ))),
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resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy))),
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resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)))
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);
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//weights[0][0] = weights[0][3] = weights[3][0] = weights[3][3] = 0.0;
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dx = dx*global.SourceSize.zw;
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dy = dy*global.SourceSize.zw;
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tc = tc*global.SourceSize.zw;
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// reading the texels
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vec3 c00 = texture(Source, tc -dx -dy).xyz;
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vec3 c10 = texture(Source, tc -dy).xyz;
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vec3 c20 = texture(Source, tc +dx -dy).xyz;
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vec3 c30 = texture(Source, tc+2.0*dx -dy).xyz;
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vec3 c01 = texture(Source, tc -dx ).xyz;
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vec3 c11 = texture(Source, tc ).xyz;
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vec3 c21 = texture(Source, tc +dx ).xyz;
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vec3 c31 = texture(Source, tc+2.0*dx ).xyz;
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vec3 c02 = texture(Source, tc -dx +dy).xyz;
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vec3 c12 = texture(Source, tc +dy).xyz;
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vec3 c22 = texture(Source, tc +dx +dy).xyz;
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vec3 c32 = texture(Source, tc+2.0*dx +dy).xyz;
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vec3 c03 = texture(Source, tc -dx+2.0*dy).xyz;
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vec3 c13 = texture(Source, tc +2.0*dy).xyz;
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vec3 c23 = texture(Source, tc +dx+2.0*dy).xyz;
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vec3 c33 = texture(Source, tc+2.0*dx+2.0*dy).xyz;
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vec3 color;
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color = mat4x3(c00, c10, c20, c30) * weights[0];
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color+= mat4x3(c01, c11, c21, c31) * weights[1];
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color+= mat4x3(c02, c12, c22, c32) * weights[2];
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color+= mat4x3(c03, c13, c23, c33) * weights[3];
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color = color / dot( vec4(1.0) * weights, vec4(1.0) );
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// Anti-ringing
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// Get min/max samples
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pc = vTexCoord;
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c00 = texture(Source, pc ).xyz;
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c11 = texture(Source, pc +dx ).xyz;
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c21 = texture(Source, pc -dx ).xyz;
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c12 = texture(Source, pc +dy).xyz;
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c22 = texture(Source, pc -dy).xyz;
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vec3 min_sample = min4(c11, c21, c12, c22);
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vec3 max_sample = max4(c11, c21, c12, c22);
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min_sample = min(min_sample, c00);
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max_sample = max(max_sample, c00);
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vec3 aux = color;
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, JINC2_AR_STRENGTH);
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// final sum and weight normalization
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FragColor = vec4(color, 1.0);
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}
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xbr/shaders/super-xbr/super-xbr-params.inc
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xbr/shaders/super-xbr/super-xbr-params.inc
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#define XBR_EDGE_STR 0.6
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#define XBR_WEIGHT 1.0
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#define XBR_ANTI_RINGING 1.0
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xbr/shaders/super-xbr/super-xbr-pass0.slang
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xbr/shaders/super-xbr/super-xbr-pass0.slang
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#version 450
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#include "super-xbr-params.inc"
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/*
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******* Super XBR Shader - pass0 *******
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Copyright (c) 2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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layout(location = 4) out vec4 t4;
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/* VERTEX_SHADER */
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vec2 ps = vec2(global.SourceSize.z, global.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1 = vTexCoord.xyxy + vec4(-dx, -dy, 2.0*dx, 2.0*dy);
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t2 = vTexCoord.xyxy + vec4( 0, -dy, dx, 2.0*dy);
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t3 = vTexCoord.xyxy + vec4(-dx, 0, 2.0*dx, dy);
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t4 = vTexCoord.xyxy + vec4( 0, 0, dx, dy);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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layout(location = 4) in vec4 t4;
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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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#define wp1 1.0
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#define wp2 0.0
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#define wp3 0.0
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#define wp4 2.0
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#define wp5 -1.0
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#define wp6 0.0
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#define weight1 (XBR_WEIGHT*1.29633/10.0)
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#define weight2 (XBR_WEIGHT*1.75068/10.0/2.0)
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vec3 Y = vec3(.2126, .7152, .0722);
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float RGBtoYUV(vec3 color)
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{
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return dot(color, Y);
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}
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float df(float A, float B)
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{
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return abs(A-B);
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}
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/*
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P1
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|P0|B |C |P1| C F4 |a0|b1|c2|d3|
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|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
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|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
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|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
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G H5
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P2
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*/
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float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1,
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float d2, float d3, float e1, float e2, float e3, float f2, float f3)
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{
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return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) +
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wp2*(df(d2,d3) + df(d0,d1)) +
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wp3*(df(d1,d3) + df(d0,d2)) +
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wp4* df(d1,d2) +
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wp5*(df(c0,c2) + df(e1,e3)) +
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wp6*(df(b0,b1) + df(f2,f3)));
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}
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float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2,
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float e3, float e4)
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{
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return (wp4*(df(i1,i2) + df(i3,i4)) +
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wp1*(df(i1,e1) + df(i2,e2) + df(i3,e3) + df(i4,e4)) +
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wp3*(df(i1,e2) + df(i3,e4) + df(e1,i2) + df(e3,i4)));
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}
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vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return min(a, min(b, min(c, d)));
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}
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vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return max(a, max(b, max(c, d)));
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}
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void main()
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{
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vec3 P0 = texture(Source, t1.xy).xyz;
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vec3 P1 = texture(Source, t1.zy).xyz;
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vec3 P2 = texture(Source, t1.xw).xyz;
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vec3 P3 = texture(Source, t1.zw).xyz;
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vec3 B = texture(Source, t2.xy).xyz;
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vec3 C = texture(Source, t2.zy).xyz;
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vec3 H5 = texture(Source, t2.xw).xyz;
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vec3 I5 = texture(Source, t2.zw).xyz;
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vec3 D = texture(Source, t3.xy).xyz;
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vec3 F4 = texture(Source, t3.zy).xyz;
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vec3 G = texture(Source, t3.xw).xyz;
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vec3 I4 = texture(Source, t3.zw).xyz;
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vec3 E = texture(Source, t4.xy).xyz;
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vec3 F = texture(Source, t4.zy).xyz;
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vec3 H = texture(Source, t4.xw).xyz;
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vec3 I = texture(Source, t4.zw).xyz;
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float b = RGBtoYUV( B );
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float c = RGBtoYUV( C );
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float d = RGBtoYUV( D );
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float e = RGBtoYUV( E );
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float f = RGBtoYUV( F );
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float g = RGBtoYUV( G );
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float h = RGBtoYUV( H );
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float i = RGBtoYUV( I );
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float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 );
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float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 );
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float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 );
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float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 );
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/* Calc edgeness in diagonal directions. */
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float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) -
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d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 ));
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/* Calc edgeness in horizontal/vertical directions. */
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float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) -
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hv_wd(e, f, h, i, d, f4, g, i4));
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float limits = XBR_EDGE_STR + 0.000001;
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float edge_strength = smoothstep(0.0, limits, abs(d_edge));
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/* Filter weights. Two taps only. */
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vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1);
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vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2);
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/* Filtering and normalization in four direction generating four colors. */
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vec3 c1 = mat4x3( P2, H, F, P1 ) * w1;
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vec3 c2 = mat4x3( P0, E, I, P3 ) * w1;
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vec3 c3 = mat4x3(D+G, E+H, F+I, F4+I4) * w2;
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vec3 c4 = mat4x3(C+B, F+E, I+H, I5+H5) * w2;
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/* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */
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vec3 color = mix(mix(c1, c2, step(0.0, d_edge)),
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mix(c3, c4, step(0.0, hv_edge)),
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1 - edge_strength);
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/* Anti-ringing code. */
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vec3 min_sample = min4( E, F, H, I ) + (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
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vec3 max_sample = max4( E, F, H, I ) - (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
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color = clamp(color, min_sample, max_sample);
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FragColor = vec4(color, 1.0);
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}
|
192
xbr/shaders/super-xbr/super-xbr-pass1.slang
Normal file
192
xbr/shaders/super-xbr/super-xbr-pass1.slang
Normal file
|
@ -0,0 +1,192 @@
|
|||
#version 450
|
||||
#include "super-xbr-params.inc"
|
||||
|
||||
/*
|
||||
|
||||
******* Super XBR Shader - pass1 *******
|
||||
|
||||
Copyright (c) 2015 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
*/
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
uint FrameCount;
|
||||
vec4 OriginalHistorySize1;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
/* VERTEX_SHADER */
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
|
||||
|
||||
#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)
|
||||
|
||||
vec3 Y = vec3(.2126, .7152, .0722);
|
||||
|
||||
float RGBtoYUV(vec3 color)
|
||||
{
|
||||
return dot(color, Y);
|
||||
}
|
||||
|
||||
float df(float A, float B)
|
||||
{
|
||||
return abs(A-B);
|
||||
}
|
||||
|
||||
/*
|
||||
P1
|
||||
|P0|B |C |P1| C F4 |a0|b1|c2|d3|
|
||||
|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
|
||||
|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
|
||||
|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
|
||||
G H5
|
||||
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)
|
||||
{
|
||||
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)
|
||||
{
|
||||
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)));
|
||||
}
|
||||
|
||||
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)));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//Skip pixels on wrong grid
|
||||
vec2 fp = fract(vTexCoord*global.SourceSize.xy);
|
||||
vec2 dir = fp - vec2(0.5, 0.5);
|
||||
if ((dir.x*dir.y) > 0.0)
|
||||
FragColor = (fp.x > 0.5) ? texture(Source, vTexCoord) : texture(OriginalHistory1, vTexCoord);
|
||||
|
||||
vec2 g1 = (fp.x>0.5) ? vec2(0.5*global.SourceSize.z, 0.0) : vec2(0.0, 0.5*global.SourceSize.w);
|
||||
vec2 g2 = (fp.x>0.5) ? vec2(0.0, 0.5*global.SourceSize.w) : vec2(0.5*global.SourceSize.z, 0.0);
|
||||
|
||||
vec3 P0 = texture(OriginalHistory1, vTexCoord -3.0*g1 ).xyz;
|
||||
vec3 P1 = texture( Source, vTexCoord -3.0*g2).xyz;
|
||||
vec3 P2 = texture( Source, vTexCoord +3.0*g2).xyz;
|
||||
vec3 P3 = texture(OriginalHistory1, vTexCoord +3.0*g1 ).xyz;
|
||||
|
||||
vec3 B = texture( Source, vTexCoord -2.0*g1 -g2).xyz;
|
||||
vec3 C = texture(OriginalHistory1, vTexCoord -g1 -2.0*g2).xyz;
|
||||
vec3 D = texture( Source, vTexCoord -2.0*g1 +g2).xyz;
|
||||
vec3 E = texture(OriginalHistory1, vTexCoord -g1 ).xyz;
|
||||
vec3 F = texture( Source, vTexCoord -g2).xyz;
|
||||
vec3 G = texture(OriginalHistory1, vTexCoord -g1 +2.0*g2).xyz;
|
||||
vec3 H = texture( Source, vTexCoord +g2).xyz;
|
||||
vec3 I = texture(OriginalHistory1, vTexCoord +g1 ).xyz;
|
||||
|
||||
vec3 F4 = texture(OriginalHistory1, vTexCoord +g1 -2.0*g2).xyz;
|
||||
vec3 I4 = texture( Source, vTexCoord +2.0*g1 -g2).xyz;
|
||||
vec3 H5 = texture(OriginalHistory1, vTexCoord +g1 +2.0*g2).xyz;
|
||||
vec3 I5 = texture( Source, vTexCoord +2.0*g1 +g2).xyz;
|
||||
|
||||
float b = RGBtoYUV( B );
|
||||
float c = RGBtoYUV( C );
|
||||
float d = RGBtoYUV( D );
|
||||
float e = RGBtoYUV( E );
|
||||
float f = RGBtoYUV( F );
|
||||
float g = RGBtoYUV( G );
|
||||
float h = RGBtoYUV( H );
|
||||
float i = RGBtoYUV( I );
|
||||
|
||||
float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 );
|
||||
float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 );
|
||||
float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 );
|
||||
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 ));
|
||||
|
||||
/* 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 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);
|
||||
|
||||
/* Filtering and normalization in four direction generating four colors. */
|
||||
vec3 c1 = mat4x3( P2, H, F, P1 ) * w1;
|
||||
vec3 c2 = mat4x3( P0, E, I, P3 ) * w1;
|
||||
vec3 c3 = mat4x3(D+G, E+H, F+I, F4+I4) * w2;
|
||||
vec3 c4 = mat4x3(C+B, F+E, I+H, I5+H5) * w2;
|
||||
|
||||
/* 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);
|
||||
|
||||
/* Anti-ringing code. */
|
||||
vec3 min_sample = min4( E, F, H, I ) + (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
|
||||
vec3 max_sample = max4( E, F, H, I ) - (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
200
xbr/shaders/super-xbr/super-xbr-pass2.slang
Normal file
200
xbr/shaders/super-xbr/super-xbr-pass2.slang
Normal file
|
@ -0,0 +1,200 @@
|
|||
#version 450
|
||||
#include "super-xbr-params.inc"
|
||||
|
||||
/*
|
||||
|
||||
******* Super XBR Shader - pass2 ******* This pass is optional.
|
||||
|
||||
Copyright (c) 2015 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
*/
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
uint FrameCount;
|
||||
} global;
|
||||
|
||||
#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;
|
||||
|
||||
|
||||
/* VERTEX_SHADER */
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
|
||||
vec2 ps = vec2(global.SourceSize.z, global.SourceSize.w);
|
||||
float dx = ps.x;
|
||||
float dy = ps.y;
|
||||
|
||||
t1 = vTexCoord.xyxy + vec4(-2.0*dx, -2.0*dy, dx, dy);
|
||||
t2 = vTexCoord.xyxy + vec4( -dx, -2.0*dy, 0, dy);
|
||||
t3 = vTexCoord.xyxy + vec4(-2.0*dx, -dy, dx, 0);
|
||||
t4 = vTexCoord.xyxy + vec4( -dx, -dy, 0, 0);
|
||||
}
|
||||
|
||||
#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 = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#define wp1 1.0
|
||||
#define wp2 0.0
|
||||
#define wp3 0.0
|
||||
#define wp4 0.0
|
||||
#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)
|
||||
|
||||
vec3 Y = vec3(.2126, .7152, .0722);
|
||||
|
||||
float RGBtoYUV(vec3 color)
|
||||
{
|
||||
return dot(color, Y);
|
||||
}
|
||||
|
||||
float df(float A, float B)
|
||||
{
|
||||
return abs(A-B);
|
||||
}
|
||||
|
||||
/*
|
||||
P1
|
||||
|P0|B |C |P1| C F4 |a0|b1|c2|d3|
|
||||
|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
|
||||
|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
|
||||
|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
|
||||
G H5
|
||||
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)
|
||||
{
|
||||
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)
|
||||
{
|
||||
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)));
|
||||
}
|
||||
|
||||
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)));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 P0 = texture(Source, t1.xy).xyz;
|
||||
vec3 P1 = texture(Source, t1.zy).xyz;
|
||||
vec3 P2 = texture(Source, t1.xw).xyz;
|
||||
vec3 P3 = texture(Source, t1.zw).xyz;
|
||||
|
||||
vec3 B = texture(Source, t2.xy).xyz;
|
||||
vec3 C = texture(Source, t2.zy).xyz;
|
||||
vec3 H5 = texture(Source, t2.xw).xyz;
|
||||
vec3 I5 = texture(Source, t2.zw).xyz;
|
||||
|
||||
vec3 D = texture(Source, t3.xy).xyz;
|
||||
vec3 F4 = texture(Source, t3.zy).xyz;
|
||||
vec3 G = texture(Source, t3.xw).xyz;
|
||||
vec3 I4 = texture(Source, t3.zw).xyz;
|
||||
|
||||
vec3 E = texture(Source, t4.xy).xyz;
|
||||
vec3 F = texture(Source, t4.zy).xyz;
|
||||
vec3 H = texture(Source, t4.xw).xyz;
|
||||
vec3 I = texture(Source, t4.zw).xyz;
|
||||
|
||||
float b = RGBtoYUV( B );
|
||||
float c = RGBtoYUV( C );
|
||||
float d = RGBtoYUV( D );
|
||||
float e = RGBtoYUV( E );
|
||||
float f = RGBtoYUV( F );
|
||||
float g = RGBtoYUV( G );
|
||||
float h = RGBtoYUV( H );
|
||||
float i = RGBtoYUV( I );
|
||||
|
||||
float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 );
|
||||
float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 );
|
||||
float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 );
|
||||
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 ));
|
||||
|
||||
/* 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 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);
|
||||
|
||||
/* Filtering and normalization in four direction generating four colors. */
|
||||
vec3 c1 = mat4x3( P2, H, F, P1 ) * w1;
|
||||
vec3 c2 = mat4x3( P0, E, I, P3 ) * w1;
|
||||
vec3 c3 = mat4x3(D+G, E+H, F+I, F4+I4) * w2;
|
||||
vec3 c4 = mat4x3(C+B, F+E, I+H, I5+H5) * w2;
|
||||
|
||||
/* 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);
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/* Anti-ringing code. */
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||||
vec3 min_sample = min4( E, F, H, I ) + (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
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vec3 max_sample = max4( E, F, H, I ) - (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
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||||
color = clamp(color, min_sample, max_sample);
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
Loading…
Reference in a new issue