Merge pull request #271 from Hyllian/master

New anti-ringing code to bicubic, spline and lanczos shaders
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hizzlekizzle 2022-08-08 10:11:25 -05:00 committed by GitHub
commit 64a45efa3d
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17 changed files with 557 additions and 95 deletions

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@ -1,4 +1,12 @@
shaders = 1
shader0 = shaders/b-spline-fast.slang
filter_linear0 = true
shaders = 2
shader0 = shaders/b-spline-x.slang
filter_linear0 = false
scale_type_x0 = viewport
scale_type_y0 = source
scale0 = 1.0
wrap_mode0 = "clamp_to_edge"
shader1 = shaders/b-spline-y.slang
filter_linear1 = false
wrap_mode1 = "clamp_to_edge"

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@ -1,4 +1,12 @@
shaders = 1
shader0 = shaders/catmull-rom-fast.slang
filter_linear0 = true
shaders = 2
shader0 = shaders/catmull-rom-x.slang
filter_linear0 = false
scale_type_x0 = viewport
scale_type_y0 = source
scale0 = 1.0
wrap_mode0 = "clamp_to_edge"
shader1 = shaders/catmull-rom-y.slang
filter_linear1 = false
wrap_mode1 = "clamp_to_edge"

4
cubic/catmull-rom.slangp Normal file
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@ -0,0 +1,4 @@
shaders = 1
shader0 = shaders/catmull-rom.slang
filter_linear0 = true

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@ -1,87 +0,0 @@
#version 450
/*
Bicubic B-Spline 4-taps (Fast) - ported by Hyllian - 2020
The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
Samples a texture with B-Spline filtering, using only 4 texture fetches instead of 16.
See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
*/
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()
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
vec2 samplePos = vTexCoord * params.SourceSize.xy;
vec2 tc = floor(samplePos - 0.5) + 0.5;
// Compute the fractional offset from our starting texel to our original sample location, which we'll
// feed into the B-Spline function to get our filter weights.
vec2 f = samplePos - tc;
vec2 f2 = f * f;
vec2 f3 = f2 * f;
// Compute the B-Spline weights using the fractional offset that we calculated earlier.
// These equations are pre-expanded based on our knowledge of where the texels will be located,
// which lets us avoid having to evaluate a piece-wise function.
vec2 w0 = f2 - 0.5 * (f3 + f);
vec2 w1 = 1.5 * f3 - 2.5 * f2 + 1.0;
vec2 w2 = -1.5 * f3 + 2. * f2 + 0.5 * f;
// vec2 w3 = 0.5 * (f3 - f2);
vec2 w3 = 1.0 - w0 - w1 - w2; // The sum of weights must be one.
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
// simultaneously evaluate the 2 samples each from the 4x4 grid.
vec2 s0 = w0 + w1;
vec2 s1 = w2 + w3;
vec2 f0 = w1 / s0;
vec2 f1 = w3 / s1;
// Compute the final UV coordinates we'll use for sampling the texture
vec2 t0 = tc - 1. + f0;
vec2 t1 = tc + 1. + f1;
t0 *= params.SourceSize.zw;
t1 *= params.SourceSize.zw;
vec4 c0 = texture(Source, vec2(t0.x, t0.y));
vec4 c1 = texture(Source, vec2(t1.x, t0.y));
vec4 c2 = texture(Source, vec2(t0.x, t1.y));
vec4 c3 = texture(Source, vec2(t1.x, t1.y));
FragColor = (c0 * s0.x + c1 * s1.x) * s0.y + (c2 * s0.x + c3 * s1.x) * s1.y;
}

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@ -0,0 +1,92 @@
#version 450
/*
b-spline-x Shader
Copyright (C) 2011-2022 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(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// B-Spline bicubic parameters
const float B = 1.0;
const float C = 0.0;
const mat4 INV = mat4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
(12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
-(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
(B + 6.0*C)/6.0, -C, 0.0, 0.0);
#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;
void main()
{
gl_Position = global.MVP * Position;
vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w);
float dx = ps.x;
float dy = ps.y;
vTexCoord = TexCoord * 1.0001 - vec2(0.5, 0.0)*ps;
t1 = vTexCoord.xyxy + vec4( -dx, 0.0, 0.0, 0.0);
t2 = vTexCoord.xyxy + vec4( dx, 0.0, 2.0*dx, 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 = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 fp = fract(vTexCoord*params.SourceSize.xy);
vec3 C0 = texture(Source, t1.xy).xyz;
vec3 C1 = texture(Source, t1.zw).xyz;
vec3 C2 = texture(Source, t2.xy).xyz;
vec3 C3 = texture(Source, t2.zw).xyz;
vec4 Px = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * INV;
vec3 color = mat4x3(C0, C1, C2, C3) * Px;
FragColor = vec4(color, 1.0);
}

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@ -0,0 +1,92 @@
#version 450
/*
b-spline-y Shader
Copyright (C) 2011-2022 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(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// B-Spline bicubic parameters
const float B = 1.0;
const float C = 0.0;
const mat4 INV = mat4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
(12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
-(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
(B + 6.0*C)/6.0, -C, 0.0, 0.0);
#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;
void main()
{
gl_Position = global.MVP * Position;
vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w);
float dx = ps.x;
float dy = ps.y;
vTexCoord = TexCoord * 1.0001 - vec2(0.0, 0.5)*ps;
t1 = vTexCoord.xyxy + vec4( 0.0, -dy, 0.0, 0.0);
t2 = vTexCoord.xyxy + vec4( 0.0, dy, 0.0, 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 = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 fp = fract(vTexCoord*params.SourceSize.xy);
vec3 C0 = texture(Source, t1.xy).xyz;
vec3 C1 = texture(Source, t1.zw).xyz;
vec3 C2 = texture(Source, t2.xy).xyz;
vec3 C3 = texture(Source, t2.zw).xyz;
vec4 Py = vec4(fp.y*fp.y*fp.y, fp.y*fp.y, fp.y, 1.0) * INV;
vec3 color = mat4x3(C0, C1, C2, C3) * Py;
FragColor = vec4(color, 1.0);
}

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@ -31,13 +31,19 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float B_ANTI_RINGING;
} params;
#pragma parameter B_ANTI_RINGING "Bicubic Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
#define B_ANTI_RINGING params.B_ANTI_RINGING
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// Classic Mitchell-Netravali bicubic parameters
const float B = 1.0/3.0;
const float C = 1.0/3.0;
@ -87,5 +93,15 @@ void main()
vec4 Px = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * INV;
vec3 color = mat4x3(C0, C1, C2, C3) * Px;
// Anti-ringing
if (B_ANTI_RINGING == 1.0)
{
vec3 aux = color;
vec3 min_sample = min(min(C0, C1), min(C2, C3));
vec3 max_sample = max(max(C0, C1), max(C2, C3));
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3)));
}
FragColor = vec4(color, 1.0);
}

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@ -31,13 +31,19 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float B_ANTI_RINGING;
} params;
#pragma parameter B_ANTI_RINGING "Bicubic Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
#define B_ANTI_RINGING params.B_ANTI_RINGING
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// Classic Mitchell-Netravali bicubic parameters
const float B = 1.0/3.0;
const float C = 1.0/3.0;
@ -87,5 +93,15 @@ void main()
vec4 Py = vec4(fp.y*fp.y*fp.y, fp.y*fp.y, fp.y, 1.0) * INV;
vec3 color = mat4x3(C0, C1, C2, C3) * Py;
// Anti-ringing
if (B_ANTI_RINGING == 1.0)
{
vec3 aux = color;
vec3 min_sample = min(min(C0, C1), min(C2, C3));
vec3 max_sample = max(max(C0, C1), max(C2, C3));
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3)));
}
FragColor = vec4(color, 1.0);
}

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@ -0,0 +1,107 @@
#version 450
/*
catmull-rom-x Shader
Copyright (C) 2011-2022 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(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float C_ANTI_RINGING;
} params;
#pragma parameter C_ANTI_RINGING "Catmull-Rom Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
#define C_ANTI_RINGING params.C_ANTI_RINGING
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// Catmull-Rom parameters
const float B = 0.0;
const float C = 0.5;
const mat4 INV = mat4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
(12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
-(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
(B + 6.0*C)/6.0, -C, 0.0, 0.0);
#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;
void main()
{
gl_Position = global.MVP * Position;
vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w);
float dx = ps.x;
float dy = ps.y;
vTexCoord = TexCoord * 1.0001 - vec2(0.5, 0.0)*ps;
t1 = vTexCoord.xyxy + vec4( -dx, 0.0, 0.0, 0.0);
t2 = vTexCoord.xyxy + vec4( dx, 0.0, 2.0*dx, 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 = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 fp = fract(vTexCoord*params.SourceSize.xy);
vec3 C0 = texture(Source, t1.xy).xyz;
vec3 C1 = texture(Source, t1.zw).xyz;
vec3 C2 = texture(Source, t2.xy).xyz;
vec3 C3 = texture(Source, t2.zw).xyz;
vec4 Px = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * INV;
vec3 color = mat4x3(C0, C1, C2, C3) * Px;
// Anti-ringing
if (C_ANTI_RINGING == 1.0)
{
vec3 aux = color;
vec3 min_sample = min(min(C0, C1), min(C2, C3));
vec3 max_sample = max(max(C0, C1), max(C2, C3));
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3)));
}
FragColor = vec4(color, 1.0);
}

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@ -0,0 +1,107 @@
#version 450
/*
catmull-rom-y Shader
Copyright (C) 2011-2022 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(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float C_ANTI_RINGING;
} params;
#pragma parameter C_ANTI_RINGING "Catmull-Rom Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
#define C_ANTI_RINGING params.C_ANTI_RINGING
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// Catmull-Rom parameters
const float B = 0.0;
const float C = 0.5;
const mat4 INV = mat4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
(12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
-(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
(B + 6.0*C)/6.0, -C, 0.0, 0.0);
#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;
void main()
{
gl_Position = global.MVP * Position;
vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w);
float dx = ps.x;
float dy = ps.y;
vTexCoord = TexCoord * 1.0001 - vec2(0.0, 0.5)*ps;
t1 = vTexCoord.xyxy + vec4( 0.0, -dy, 0.0, 0.0);
t2 = vTexCoord.xyxy + vec4( 0.0, dy, 0.0, 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 = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 fp = fract(vTexCoord*params.SourceSize.xy);
vec3 C0 = texture(Source, t1.xy).xyz;
vec3 C1 = texture(Source, t1.zw).xyz;
vec3 C2 = texture(Source, t2.xy).xyz;
vec3 C3 = texture(Source, t2.zw).xyz;
vec4 Py = vec4(fp.y*fp.y*fp.y, fp.y*fp.y, fp.y, 1.0) * INV;
vec3 color = mat4x3(C0, C1, C2, C3) * Py;
// Anti-ringing
if (C_ANTI_RINGING == 1.0)
{
vec3 aux = color;
vec3 min_sample = min(min(C0, C1), min(C2, C3));
vec3 max_sample = max(max(C0, C1), max(C2, C3));
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3)));
}
FragColor = vec4(color, 1.0);
}

View file

@ -39,8 +39,13 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float S16_ANTI_RINGING;
} params;
#pragma parameter S16_ANTI_RINGING "Spline16 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
#define S16_ANTI_RINGING params.S16_ANTI_RINGING
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
@ -121,5 +126,15 @@ void main()
vec3 color = mat4x3( C0, C1, C2, C3 ) * w;
// Anti-ringing
if (S16_ANTI_RINGING == 1.0)
{
vec3 aux = color;
vec3 min_sample = min(min(C0, C1), min(C2, C3));
vec3 max_sample = max(max(C0, C1), max(C2, C3));
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3)));
}
FragColor = vec4(color, 1.0);
}

View file

@ -39,8 +39,13 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float S16_ANTI_RINGING;
} params;
#pragma parameter S16_ANTI_RINGING "Spline16 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
#define S16_ANTI_RINGING params.S16_ANTI_RINGING
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
@ -121,5 +126,15 @@ void main()
vec3 color = mat4x3( C0, C1, C2, C3 ) * w;
// Anti-ringing
if (S16_ANTI_RINGING == 1.0)
{
vec3 aux = color;
vec3 min_sample = min(min(C0, C1), min(C2, C3));
vec3 max_sample = max(max(C0, C1), max(C2, C3));
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3)));
}
FragColor = vec4(color, 1.0);
}

View file

@ -39,8 +39,15 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float S36_ANTI_RINGING;
} params;
#pragma parameter S36_ANTI_RINGING "Spline36 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
#define S36_ANTI_RINGING params.S36_ANTI_RINGING
#define AR_STRENGTH 0.8
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
@ -131,5 +138,15 @@ void main()
vec3 color = mat3( C0, C1, C2 ) * w1 + mat3( C3, C4, C5) * w2;
// Anti-ringing
if (S36_ANTI_RINGING == 1.0)
{
vec3 aux = color;
vec3 min_sample = min(min(C1, C2), min(C3, C4));
vec3 max_sample = max(max(C1, C2), max(C3, C4));
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, AR_STRENGTH*step(0.0, (C1-C2)*(C3-C4)));
}
FragColor = vec4(color, 1.0);
}

View file

@ -39,8 +39,15 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float S36_ANTI_RINGING;
} params;
#pragma parameter S36_ANTI_RINGING "Spline36 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
#define S36_ANTI_RINGING params.S36_ANTI_RINGING
#define AR_STRENGTH 0.8
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
@ -131,5 +138,16 @@ void main()
vec3 color = mat3( C0, C1, C2 ) * w1 + mat3( C3, C4, C5) * w2;
// Anti-ringing
if (S36_ANTI_RINGING == 1.0)
{
vec3 aux = color;
vec3 min_sample = min(min(C1, C2), min(C3, C4));
vec3 max_sample = max(max(C1, C2), max(C3, C4));
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, AR_STRENGTH*step(0.0, (C1-C2)*(C3-C4)));
}
FragColor = vec4(color, 1.0);
}

View file

@ -37,8 +37,15 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float LANCZOS3_ANTI_RINGING;
} params;
#pragma parameter LANCZOS3_ANTI_RINGING "Lanczos3 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
#define LANCZOS3_ANTI_RINGING params.LANCZOS3_ANTI_RINGING
#define AR_STRENGTH 0.8
#define FIX(c) (max(abs(c), 1e-5))
const float PI = 3.1415926535897932384626433832795;
@ -102,5 +109,15 @@ void main()
vec3 color = mat3( C0, C2, C4 ) * w1 + mat3( C1, C3, C5) * w2;
// Anti-ringing
if (LANCZOS3_ANTI_RINGING == 1.0)
{
vec3 aux = color;
vec3 min_sample = min(min(C1, C2), min(C3, C4));
vec3 max_sample = max(max(C1, C2), max(C3, C4));
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, AR_STRENGTH*step(0.0, (C1-C2)*(C3-C4)));
}
FragColor = vec4(color, 1.0);
}

View file

@ -37,8 +37,15 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float LANCZOS3_ANTI_RINGING;
} params;
#pragma parameter LANCZOS3_ANTI_RINGING "Lanczos3 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
#define LANCZOS3_ANTI_RINGING params.LANCZOS3_ANTI_RINGING
#define AR_STRENGTH 0.8
#define FIX(c) (max(abs(c), 1e-5))
const float PI = 3.1415926535897932384626433832795;
@ -102,5 +109,15 @@ void main()
vec3 color = mat3( C0, C2, C4 ) * w1 + mat3( C1, C3, C5) * w2;
// Anti-ringing
if (LANCZOS3_ANTI_RINGING == 1.0)
{
vec3 aux = color;
vec3 min_sample = min(min(C1, C2), min(C3, C4));
vec3 max_sample = max(max(C1, C2), max(C3, C4));
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, AR_STRENGTH*step(0.0, (C1-C2)*(C3-C4)));
}
FragColor = vec4(color, 1.0);
}