add torridgristle's smuberstep, controlled_sharpness and ewa_curvature shaders

This commit is contained in:
hunterk 2018-11-19 22:36:51 -06:00
parent 89d64d7896
commit 5f0957d066
5 changed files with 304 additions and 0 deletions

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#version 450
/**
* Practical Elliptical Texture Filtering on the GPU
* Copyright 2010-2011 Pavlos Mavridis, All rights reserved.
*
* Version: 0.6 - 12 / 7 / 2011 (DD/MM/YY)
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float distortion;
} params;
#pragma parameter distortion "EWA Curvature" 0.15 0.0 1.0 0.01
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
//{========= TEXTURE FILTERING (EWA) PARAMETERS =========
#define MAX_ECCENTRICITY 1
#define FILTER_WIDTH 0.8
#define FILTER_SHARPNESS 1.0
#define TEXELS_PER_PIXEL 1.0
#define TEXEL_LIMIT 32
#define FILTER_FUNC gaussFilter
//}======================================================
#define M_PI 3.14159265358979323846
#define SourceImage Source
//{========================= FILTER FUNCTIONS =======================
// We only use the Gaussian filter function. The other filters give
// very similar results.
float boxFilter(float r2){
return 1.0;
}
float gaussFilter(float r2){
float alpha = FILTER_SHARPNESS;
return exp(-alpha * r2);
}
float triFilter(float r2){
float alpha = FILTER_SHARPNESS;
float r= sqrt(r2);
return max(0, 1.-r);///alpha);
}
float sinc(float x){
return sin(M_PI*x)/(M_PI*x);
}
float lanczosFilter(float r2){
if (r2==0)
return 1;
float r= sqrt(r2);
return sinc(r)*sinc(r/1.3);
}
//catmull-rom filter
float crFilter(float r2){
float r = sqrt(r2);
return (r>=2.)?.0:(r<1.)?(3.*r*r2-5.*r2+2.):(-r*r2+5.*r2-8*r+4.);
}
float quadraticFilter(float r2){
float a = FILTER_SHARPNESS;
return 1.0 - r2/(a*a);
}
float cubicFilter(float r2){
float a = FILTER_SHARPNESS;
float r = sqrt(r2);
return 1.0 - 3*r2/(a*a) + 2*r*r2/(a*a*a);
}
//}
//==================== EWA ( reference / 2-tex / 4-tex) ====================
/**
* EWA filter
* Adapted from an ANSI C implementation from Matt Pharr
*/
vec4 ewaFilter(sampler2D Source, vec2 p0, vec2 du, vec2 dv, int scale){
vec4 foo = texture(Source,p0);
//don't bother with elliptical filtering if the scale is very small
if(scale<2)
return foo;
p0 -=vec2(0.5,0.5)/scale;
vec2 p = scale * p0;
float ux = FILTER_WIDTH * du.s * scale;
float vx = FILTER_WIDTH * du.t * scale;
float uy = FILTER_WIDTH * dv.s * scale;
float vy = FILTER_WIDTH * dv.t * scale;
// compute ellipse coefficients
// A*x*x + B*x*y + C*y*y = F.
float A = vx*vx+vy*vy+1;
float B = -2*(ux*vx+uy*vy);
float C = ux*ux+uy*uy+1;
float F = A*C-B*B/4.;
// Compute the ellipse's (u,v) bounding box in texture space
float bbox_du = 2. / (-B*B+4.0*C*A) * sqrt((-B*B+4.0*C*A)*C*F);
float bbox_dv = 2. / (-B*B+4.0*C*A) * sqrt(A*(-B*B+4.0*C*A)*F);
//the ellipse bbox
int u0 = int(floor(p.s - bbox_du));
int u1 = int(ceil (p.s + bbox_du));
int v0 = int(floor(p.t - bbox_dv));
int v1 = int(ceil (p.t + bbox_dv));
// Heckbert MS thesis, p. 59; scan over the bounding box of the ellipse
// and incrementally update the value of Ax^2+Bxy*Cy^2; when this
// value, q, is less than F, we're inside the ellipse so we filter
// away..
vec4 num= vec4(0., 0., 0., 1.);
float den = 0;
float ddq = 2 * A;
float U = u0 - p.s;
for (int v = v0; v <= v1; ++v) {
float V = v - p.t;
float dq = A*(2*U+1) + B*V;
float q = (C*V + B*U)*V + A*U*U;
for (int u = u0; u <= u1; ++u) {
if (q < F)
{
float r2 = q / F;
float weight = FILTER_FUNC(r2);
num += weight* texture(Source, vec2(u+0.5,v+0.5)/scale);
den += weight;
}
q += dq;
dq += ddq;
}
}
vec4 color = num*(1./den);
return color;
}
vec4 texture2DEWA(sampler2D tex, vec2 coords){
vec2 du = dFdx(coords);
vec2 dv = dFdy(coords);
int scale = textureSize(tex, 0).x;
return ewaFilter(tex, coords, du, dv, scale );
}
vec2 radialDistortion(vec2 coord) {
vec2 cc = coord - vec2(0.5);
float dist = dot(cc, cc) * params.distortion;
return coord + cc * (1.0 - dist) * dist;
}
void main()
{
FragColor = texture2DEWA(SourceImage,radialDistortion(vTexCoord));
}

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shaders = 1
shader0 = shaders/ControlledSharpness.slang
filter_linear0 = true

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#version 450
//https://www.desmos.com/calculator/3zhzwbfrxd
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float sharpness;
} params;
#pragma parameter sharpness "Sharpness" 0.4 0.001 0.95 0.05
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
vec2 f(vec2 x, float n) {
float c = 2 / (1-params.sharpness) - 1;
return pow(x,vec2(c)) / pow(n,c-1);
}
void main()
{
vec2 SStep = vTexCoord * params.SourceSize.xy + 0.5;
vec2 SStepInt = floor(SStep);
vec2 SStepFra = SStep - SStepInt;
vec2 f0 = f(SStepFra,0.5);
vec2 f2 = 1-f(1-SStepFra,0.5);
SStep = ((mix(f0,f2,greaterThanEqual(SStepFra,vec2(0.5)))) + SStepInt - 0.5) * params.SourceSize.zw;
FragColor = texture(Source, SStep);
}

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#version 450
//SmuberStep - Like SmoothestStep but even Smoothester
//by torridgristle
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;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 SStep = vTexCoord * params.SourceSize.xy + 0.5;
vec2 SStepInt = floor(SStep);
vec2 SStepFra = SStep - SStepInt;
SStep = ((924*pow(SStepFra,vec2(13)) - 6006*pow(SStepFra,vec2(12)) + 16380*pow(SStepFra,vec2(11)) - 24024*pow(SStepFra,vec2(10)) + 20020*pow(SStepFra,vec2(9)) - 9009*pow(SStepFra,vec2(8)) + 1716*pow(SStepFra,vec2(7))) + SStepInt - 0.5) * params.SourceSize.zw;
FragColor = texture(Source, SStep);
}

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retro/smuberstep.slangp Normal file
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shaders = 1
shader0 = shaders/SmuberStep.slang
filter_linear0 = true