From 6223237f5a127fb2a59c16da33c0a3a9418621d6 Mon Sep 17 00:00:00 2001 From: hunterk Date: Thu, 20 Oct 2016 11:55:05 -0500 Subject: [PATCH] add lanczos16 shader and preset --- windowed/lanczos16.slangp | 4 ++ windowed/shaders/lanczos16.slang | 118 +++++++++++++++++++++++++++++++ 2 files changed, 122 insertions(+) create mode 100644 windowed/lanczos16.slangp create mode 100644 windowed/shaders/lanczos16.slang diff --git a/windowed/lanczos16.slangp b/windowed/lanczos16.slangp new file mode 100644 index 0000000..b247544 --- /dev/null +++ b/windowed/lanczos16.slangp @@ -0,0 +1,4 @@ +shaders = 1 + +shader0 = shaders/lanczos16.slang +filter_linear0 = false \ No newline at end of file diff --git a/windowed/shaders/lanczos16.slang b/windowed/shaders/lanczos16.slang new file mode 100644 index 0000000..a30c6cd --- /dev/null +++ b/windowed/shaders/lanczos16.slang @@ -0,0 +1,118 @@ +#version 450 + +/* + + Copyright (C) 2007 guest(r) - guest.r@gmail.com + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + + */ + +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; + +const float floatpi = 1.5707963267948966192313216916398; +const float pi = 3.1415926535897932384626433832795; + +vec4 l(vec4 x) +{ + vec4 res; + + res = (x==vec4(0.0, 0.0, 0.0, 0.0)) ? vec4(pi*floatpi) : sin(x*floatpi)*sin(x*pi)/(x*x); + + return res; +} + +#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; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord * 1.000001; + vec2 ps = params.SourceSize.zw; + float dx = ps.x; + float dy = ps.y; + + t1 = vTexCoord.xxyy + vec4( -dx, 0.0, -dy, 0.0); + t2 = vTexCoord.xxyy + vec4( dx, 2.0*dx, -dy, 0.0); + t3 = vTexCoord.xxyy + vec4( -dx, 0.0, dy, 2.0*dy); + t4 = vTexCoord.xxyy + vec4( dx, 2.0*dx, dy, 2.0*dy); +} + +#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; + +void main() +{ + mat4x3 pix; + vec2 fraction = fract(vTexCoord*params.SourceSize.xy); + + // calculating texel weights + + vec4 abcd, pqrs; + + abcd = l(vec4(1+fraction.x, fraction.x, 1-fraction.x, 2-fraction.x)); + pqrs = l(vec4(1+fraction.y, fraction.y, 1-fraction.y, 2-fraction.y)); + + // reading the texels + + vec3 c00 = texture(Source, t1.xz).xyz; + vec3 c10 = texture(Source, t1.yz).xyz; + vec3 c20 = texture(Source, t2.xz).xyz; + vec3 c30 = texture(Source, t2.yz).xyz; + vec3 c01 = texture(Source, t1.xw).xyz; + vec3 c11 = texture(Source, vTexCoord).xyz; + vec3 c21 = texture(Source, t2.xw).xyz; + vec3 c31 = texture(Source, t2.yw).xyz; + vec3 c02 = texture(Source, t3.xz).xyz; + vec3 c12 = texture(Source, t3.yz).xyz; + vec3 c22 = texture(Source, t4.xz).xyz; + vec3 c32 = texture(Source, t4.yz).xyz; + vec3 c03 = texture(Source, t3.xw).xyz; + vec3 c13 = texture(Source, t3.yw).xyz; + vec3 c23 = texture(Source, t4.xw).xyz; + vec3 c33 = texture(Source, t4.yw).xyz; + + pix[0] = mat4x3(-c00, c10, c20, -c30) * abcd; + pix[1] = mat4x3( c01, c11, c21, c31) * abcd; + pix[2] = mat4x3( c02, c12, c22, c32) * abcd; + pix[3] = mat4x3(-c03, c13, c23, -c33) * abcd; + + // final sum and weight normalization + FragColor = vec4(((pix * pqrs))/((dot(abcd, vec4(1.0))*dot(pqrs, vec4(1.0)))-2*(abcd.x+abcd.w)*(pqrs.x+pqrs.w)),1); +} \ No newline at end of file