diff --git a/dithering/shaders/jinc2-dedither.slang b/dithering/shaders/jinc2-dedither.slang new file mode 100644 index 0000000..80a825b --- /dev/null +++ b/dithering/shaders/jinc2-dedither.slang @@ -0,0 +1,193 @@ +#version 450 + +/* + Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader + + Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@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. + +*/ + + /* + This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5, + where r1 and r2 are the first two zeros of jinc function. + For a jinc 2-lobe best approximation, use A=0.5 and B=0.825. + */ + +// A=0.5, B=0.825 is the best jinc approximation for x<2.5. if B=1.0, it's a lanczos filter. +// Increase A to get more blur. Decrease it to get a sharper picture. +// B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns. + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float JINC_SHARP; +} params; + +#pragma parameter JINC_SHARP "Sharpness" 1.0 1.0 3.0 1.0 +#define JINC_SHARP params.JINC_SHARP + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +const float pi = 3.1415926535897932384626433832795; + +// Calculates the distance between two points +float d(vec2 pt1, vec2 pt2) +{ + vec2 v = pt2 - pt1; + return sqrt(dot(v,v)); +} + +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))); +} + +#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 float wa; +layout(location = 2) out float wb; +layout(location = 3) out float JINC2_AR_STRENGTH; +layout(location = 4) out vec2 pc; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord * vec2(1.0001); + + float JINC2_WINDOW_SINC, JINC2_SINC; + + if(int(floor(JINC_SHARP + 0.5)) == 1) + { + JINC2_WINDOW_SINC = 0.405; + JINC2_SINC = 0.79; + } + if(int(floor(JINC_SHARP + 0.5)) == 2) + { + JINC2_WINDOW_SINC = 0.377; + JINC2_SINC = 0.82; + } + if(int(floor(JINC_SHARP + 0.5)) == 3) + { + JINC2_WINDOW_SINC = 0.329; + JINC2_SINC = 0.87; + } + JINC2_AR_STRENGTH = 0.8; + wa = JINC2_WINDOW_SINC*pi; + wb = JINC2_SINC*pi; + pc = vTexCoord*params.SourceSize.xy; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in float wa; +layout(location = 2) in float wb; +layout(location = 3) in float JINC2_AR_STRENGTH; +layout(location = 4) in vec2 pc; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +vec4 resampler(vec4 x) +{ + vec4 res; + + res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x); + res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y); + res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z); + res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w); + + return res; +} + +void main() +{ + vec3 color; + vec4 weights[4]; + + vec2 dx = vec2(1.0, 0.0); + vec2 dy = vec2(0.0, 1.0); + + vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5)); + + weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy))); + weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx ))); + weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy))); + weights[3] = 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))); + + dx = dx * params.SourceSize.zw; + dy = dy * params.SourceSize.zw; + tc = tc * params.SourceSize.zw; + + vec3 c00 = texture(Source, tc -dx -dy).xyz; + vec3 c10 = texture(Source, tc -dy).xyz; + vec3 c20 = texture(Source, tc +dx -dy).xyz; + vec3 c30 = texture(Source, tc+2.0*dx -dy).xyz; + vec3 c01 = texture(Source, tc -dx ).xyz; + vec3 c11 = texture(Source, tc ).xyz; + vec3 c21 = texture(Source, tc +dx ).xyz; + vec3 c31 = texture(Source, tc+2.0*dx ).xyz; + vec3 c02 = texture(Source, tc -dx +dy).xyz; + vec3 c12 = texture(Source, tc +dy).xyz; + vec3 c22 = texture(Source, tc +dx +dy).xyz; + vec3 c32 = texture(Source, tc+2.0*dx +dy).xyz; + vec3 c03 = texture(Source, tc -dx+2.0*dy).xyz; + vec3 c13 = texture(Source, tc +2.0*dy).xyz; + vec3 c23 = texture(Source, tc +dx+2.0*dy).xyz; + vec3 c33 = texture(Source, tc+2.0*dx+2.0*dy).xyz; + + color = texture(Source, vTexCoord).xyz; + + // Get min/max samples + vec3 min_sample = min4(c11, c21, c12, c22); + vec3 max_sample = max4(c11, c21, c12, c22); +/* + color = mat4x3(c00, c10, c20, c30) * weights[0]; + color+= mat4x3(c01, c11, c21, c31) * weights[1]; + color+= mat4x3(c02, c12, c22, c32) * weights[2]; + color+= mat4x3(c03, c13, c23, c33) * weights[3]; + mat4 wgts = mat4(weights[0], weights[1], weights[2], weights[3]); + vec4 wsum = wgts * vec4(1.0,1.0,1.0,1.0); + color = color/(dot(wsum, vec4(1.0,1.0,1.0,1.0))); +*/ + + + color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z))); + color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z))); + color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z))); + color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z))); + color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1))); + + // Anti-ringing + vec3 aux = color; + color = clamp(color, min_sample, max_sample); + color = mix(aux, color, JINC2_AR_STRENGTH); + + // final sum and weight normalization + FragColor.xyz = color; +} diff --git a/windowed/shaders/jinc2.slang b/windowed/shaders/jinc2.slang index dbf7060..c802d45 100644 --- a/windowed/shaders/jinc2.slang +++ b/windowed/shaders/jinc2.slang @@ -79,7 +79,10 @@ vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) vec4 resampler(vec4 x) { vec4 res; - res = (x==vec4(0.0, 0.0, 0.0, 0.0)) ? vec4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x); + res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x); + res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y); + res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z); + res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w); return res; } @@ -157,4 +160,4 @@ void main() // final sum and weight normalization FragColor = vec4(color, 1.0); -} \ No newline at end of file +}