mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
add scalenx shaders
This commit is contained in:
parent
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commit
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11
scalenx/scale2x.slangp
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11
scalenx/scale2x.slangp
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shaders = 2
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shader0 = shaders/scale2x.slang
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filter_linear0 = false
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scale_type0 = source
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scale_x0 = 2.0
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scale_y0 = 2.0
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shader1 = ../stock.slang
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filter_linear1 = true
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scale_type_1 = source
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11
scalenx/scale2xSFX.slangp
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11
scalenx/scale2xSFX.slangp
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shaders = 2
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shader0 = shaders/scale2xSFX.slang
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filter_linear0 = false
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scale_type0 = source
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scale_x0 = 2.0
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scale_y0 = 2.0
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shader1 = ../stock.slang
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filter_linear1 = true
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scale_type_1 = source
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11
scalenx/scale2xplus.slangp
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11
scalenx/scale2xplus.slangp
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shaders = 2
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shader0 = shaders/scale2xplus.slang
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filter_linear0 = false
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scale_type0 = source
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scale_x0 = 2.0
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scale_y0 = 2.0
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shader1 = ../stock.slang
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filter_linear1 = true
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scale_type_1 = source
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11
scalenx/scale3x.slangp
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11
scalenx/scale3x.slangp
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shaders = 2
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shader0 = shaders/scale3x.slang
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filter_linear0 = false
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scale_type0 = source
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scale_x0 = 3.0
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scale_y0 = 3.0
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shader1 = ../stock.slang
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filter_linear1 = true
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scale_type_1 = source
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113
scalenx/shaders/scale2x.slang
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113
scalenx/shaders/scale2x.slang
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#version 450
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/*
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Scale2x
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Filter: Nearest
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Scale: 2x
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Scale2x is real-time graphics effect able to increase the size of small bitmaps guessing the missing pixels without blurring the images.
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It was originally developed for the AdvanceMAME project in the year 2001 to improve the quality of old games with a low video resolution.
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Homepage: http://scale2x.sourceforge.net/
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Copyright (C) 2001, 2002, 2003, 2004 Andrea Mazzoleni
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License: GNU-GPL
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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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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} global;
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(a,b,c) mix(a,b,c)
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#define mul(a,b) (b*a)
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#define fmod(c,d) mod(c,d)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define decal Source
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bool eq(float3 A, float3 B){
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return (A==B);
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}
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bool neq(float3 A, float3 B){
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return (A!=B);
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}
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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 texCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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void main()
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{
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gl_Position = global.MVP * Position;
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texCoord = TexCoord; // E
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float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1 = TexCoord.xyxy + float4( 0,-dy,-dx, 0); // B, D
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t2 = TexCoord.xyxy + float4( dx, 0, 0, dy); // F, H
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texCoord;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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// subpixel determination
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float2 fp = floor(2.0 * frac(texCoord*params.SourceSize.xy));
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/*
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B E0 E1
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D E F E2 E3
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H
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*/
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// reading the texels
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float3 B = tex2D(decal, t1.xy).xyz;
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float3 D = tex2D(decal, t1.zw).xyz;
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float3 E = tex2D(decal, texCoord).xyz;
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float3 F = tex2D(decal, t2.xy).xyz;
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float3 H = tex2D(decal, t2.zw).xyz;
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// rules
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float3 E0 = eq(B,D) ? B : E;
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float3 E1 = eq(B,F) ? B : E;
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float3 E2 = eq(H,D) ? H : E;
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float3 E3 = eq(H,F) ? H : E;
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// general condition & subpixel output
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FragColor = vec4(neq(B,H) && neq(D,F) ? (fp.y == 0 ? (fp.x == 0 ? E0 : E1) : (fp.x == 0 ? E2 : E3)) : E, 1.0);
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}
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169
scalenx/shaders/scale2xSFX.slang
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169
scalenx/shaders/scale2xSFX.slang
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#version 450
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/*
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Scale2xSFX
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by Sp00kyFox, 2015
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Filter: Nearest
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Scale: 2x
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Scale2SFX improves upon the original Scale2x (aka EPX) by avoiding the occurence of artifacts.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float YTR;
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float UTR;
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float VTR;
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} params;
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#pragma parameter YTR "SCALE2xSFX Y Threshold" 48.0 0.0 255.0 1.0
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#pragma parameter UTR "SCALE2xSFX U Threshold" 7.0 0.0 255.0 1.0
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#pragma parameter VTR "SCALE2xSFX V Threshold" 6.0 0.0 255.0 1.0
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#define YTR params.YTR
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#define UTR params.UTR
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#define VTR params.VTR
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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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} global;
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(a,b,c) mix(a,b,c)
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#define mul(a,b) (b*a)
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#define fmod(c,d) mod(c,d)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define float4x3 mat4x3
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#define decal Source
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const float3x3 YUV = float3x3(0.299, -0.168736, 0.5, 0.587, -0.331264, -0.418688, 0.114, 0.5, -0.081312); // transponed
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float3 thresh = float3(YTR, UTR, VTR)/255.0;
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bool eq(float3 A, float3 B){
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return (A==B);
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}
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bool neq(float3 A, float3 B){
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return (A!=B);
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}
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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 texCoord;
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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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layout(location = 5) out vec4 t5;
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void main()
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{
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gl_Position = global.MVP * Position;
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texCoord = TexCoord;
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float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1 = texCoord.xxxy + float4(-dx, 0, dx,-dy); // A, B, C
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t2 = texCoord.xxxy + float4(-dx, 0, dx, 0); // D, E, F
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t3 = texCoord.xxxy + float4(-dx, 0, dx, dy); // G, H, I
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t4 = texCoord.xyxy + float4( 0,-2*dy,-2*dx, 0); // J, K
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t5 = texCoord.xyxy + float4( 2*dx, 0, 0, 2*dy); // L, M
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texCoord;
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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 = 5) in vec4 t5;
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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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void main()
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{
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// subpixel determination
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float2 fp = floor(2.0 * frac(texCoord*params.SourceSize.xy));
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/*
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J
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A B C E0 E1
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K D E F L E2 E3
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G H I
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M
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*/
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// reading the texels & colorspace conversion
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float3 b = tex2D(decal, t1.yw).xyz;
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float3 d = tex2D(decal, t2.xw).xyz;
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float3 e = tex2D(decal, t2.yw).xyz;
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float3 f = tex2D(decal, t2.zw).xyz;
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float3 h = tex2D(decal, t3.yw).xyz;
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float4x3 tmp = mul(float4x3(b,d,e,f), YUV);
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float3 B = tmp[0], D = tmp[1], E = tmp[2], F = tmp[3], H = mul(h, YUV);
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float3 A = tex2D(decal, t1.xw).xyz;
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float3 C = tex2D(decal, t1.zw).xyz;
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float3 G = tex2D(decal, t3.xw).xyz;
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float3 I = tex2D(decal, t3.zw).xyz;
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tmp = mul(float4x3(A,C,G,I), YUV);
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A = tmp[0], C = tmp[1], G = tmp[2], I = tmp[3];
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float3 J = tex2D(decal, t4.xy).xyz;
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float3 K = tex2D(decal, t4.zw).xyz;
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float3 L = tex2D(decal, t5.xy).xyz;
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float3 M = tex2D(decal, t5.zw).xyz;
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tmp = mul(float4x3(J,K,L,M), YUV);
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J = tmp[0], K = tmp[1], L = tmp[2], M = tmp[3];
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// parent condition
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bool par0 = neq(B,F) && neq(D,H);
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bool par1 = neq(B,D) && neq(F,H);
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// equality checks
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bool AE = eq(A,E), CE = eq(C,E), EG = eq(E,G), EI = eq(E,I);
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// artifact prevention
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bool art0 = CE || EG;
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bool art1 = AE || EI;
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// rules
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float3 E0 = eq(B,D) && par0 && (!AE || art0 || eq(A,J) || eq(A,K)) ? 0.5*(b+d) : e;
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float3 E1 = eq(B,F) && par1 && (!CE || art1 || eq(C,J) || eq(C,L)) ? 0.5*(b+f) : e;
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float3 E2 = eq(D,H) && par1 && (!EG || art1 || eq(G,K) || eq(G,M)) ? 0.5*(h+d) : e;
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float3 E3 = eq(F,H) && par0 && (!EI || art0 || eq(I,L) || eq(I,M)) ? 0.5*(h+f) : e;
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// subpixel output
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FragColor = vec4(fp.y == 0 ? (fp.x == 0 ? E0 : E1) : (fp.x == 0 ? E2 : E3), 1.0);
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}
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101
scalenx/shaders/scale2xplus.slang
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101
scalenx/shaders/scale2xplus.slang
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#version 450
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/*
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Scale2xPlus shader
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- Copyright (C) 2007 guest(r) - guest.r@gmail.com
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- License: GNU-GPL
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The Scale2x algorithm:
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- Scale2x Homepage: http://scale2x.sourceforge.net/
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- Copyright (C) 2001, 2002, 2003, 2004 Andrea Mazzoleni
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- License: GNU-GPL
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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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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} global;
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(a,b,c) mix(a,b,c)
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#define mul(a,b) (b*a)
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#define fmod(c,d) mod(c,d)
|
||||||
|
#define frac(c) fract(c)
|
||||||
|
#define tex2D(c,d) texture(c,d)
|
||||||
|
#define float2 vec2
|
||||||
|
#define float3 vec3
|
||||||
|
#define float4 vec4
|
||||||
|
#define int2 ivec2
|
||||||
|
#define int3 ivec3
|
||||||
|
#define int4 ivec4
|
||||||
|
#define bool2 bvec2
|
||||||
|
#define bool3 bvec3
|
||||||
|
#define bool4 bvec4
|
||||||
|
#define float2x2 mat2x2
|
||||||
|
#define float3x3 mat3x3
|
||||||
|
#define float4x4 mat4x4
|
||||||
|
|
||||||
|
#define decal Source
|
||||||
|
|
||||||
|
#pragma stage vertex
|
||||||
|
layout(location = 0) in vec4 Position;
|
||||||
|
layout(location = 1) in vec2 TexCoord;
|
||||||
|
layout(location = 0) out vec2 texCoord;
|
||||||
|
layout(location = 1) out vec4 t1;
|
||||||
|
layout(location = 2) out vec4 t2;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = global.MVP * Position;
|
||||||
|
texCoord = TexCoord; // E
|
||||||
|
|
||||||
|
float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
|
||||||
|
float dx = ps.x;
|
||||||
|
float dy = ps.y;
|
||||||
|
|
||||||
|
t1 = TexCoord.xyxy + float4( 0,-dy,-dx, 0); // B, D
|
||||||
|
t2 = TexCoord.xyxy + float4( dx, 0, 0, dy); // F, H
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma stage fragment
|
||||||
|
layout(location = 0) in vec2 texCoord;
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
float2 fp = frac(texCoord*params.SourceSize.xy);
|
||||||
|
|
||||||
|
// Reading the texels
|
||||||
|
|
||||||
|
float3 B = tex2D(decal, t1.xy).xyz;
|
||||||
|
float3 D = tex2D(decal, t1.zw).xyz;
|
||||||
|
float3 E = tex2D(decal, texCoord).xyz;
|
||||||
|
float3 F = tex2D(decal, t2.xy).xyz;
|
||||||
|
float3 H = tex2D(decal, t2.zw).xyz;
|
||||||
|
|
||||||
|
float3 E0 = D == B && B != H && D != F ? D : E;
|
||||||
|
float3 E1 = B == F && B != H && D != F ? F : E;
|
||||||
|
float3 E2 = D == H && B != H && D != F ? D : E;
|
||||||
|
float3 E3 = H == F && B != H && D != F ? F : E;
|
||||||
|
|
||||||
|
// Product interpolation
|
||||||
|
FragColor = float4((E3*fp.x+E2*(1-fp.x))*fp.y+(E1*fp.x+E0*(1-fp.x))*(1-fp.y),1);
|
||||||
|
}
|
127
scalenx/shaders/scale3x.slang
Normal file
127
scalenx/shaders/scale3x.slang
Normal file
|
@ -0,0 +1,127 @@
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
/*
|
||||||
|
Scale3x
|
||||||
|
|
||||||
|
Filter: Nearest
|
||||||
|
Scale: 3x
|
||||||
|
|
||||||
|
Scale3x is real-time graphics effect able to increase the size of small bitmaps guessing the missing pixels without blurring the images.
|
||||||
|
It was originally developed for the AdvanceMAME project in the year 2001 to improve the quality of old games with a low video resolution.
|
||||||
|
|
||||||
|
Homepage: http://scale2x.sourceforge.net/
|
||||||
|
Copyright (C) 2001, 2002, 2003, 2004 Andrea Mazzoleni
|
||||||
|
License: GNU-GPL
|
||||||
|
|
||||||
|
*/
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||||
|
#define lerp(a,b,c) mix(a,b,c)
|
||||||
|
#define mul(a,b) (b*a)
|
||||||
|
#define fmod(c,d) mod(c,d)
|
||||||
|
#define frac(c) fract(c)
|
||||||
|
#define tex2D(c,d) texture(c,d)
|
||||||
|
#define float2 vec2
|
||||||
|
#define float3 vec3
|
||||||
|
#define float4 vec4
|
||||||
|
#define int2 ivec2
|
||||||
|
#define int3 ivec3
|
||||||
|
#define int4 ivec4
|
||||||
|
#define bool2 bvec2
|
||||||
|
#define bool3 bvec3
|
||||||
|
#define bool4 bvec4
|
||||||
|
#define float2x2 mat2x2
|
||||||
|
#define float3x3 mat3x3
|
||||||
|
#define float4x4 mat4x4
|
||||||
|
|
||||||
|
#define decal Source
|
||||||
|
|
||||||
|
bool eq(float3 A, float3 B){
|
||||||
|
return (A==B);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool neq(float3 A, float3 B){
|
||||||
|
return (A!=B);
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma stage vertex
|
||||||
|
layout(location = 0) in vec4 Position;
|
||||||
|
layout(location = 1) in vec2 TexCoord;
|
||||||
|
layout(location = 0) out vec2 texCoord;
|
||||||
|
layout(location = 1) out vec4 t1;
|
||||||
|
layout(location = 2) out vec4 t2;
|
||||||
|
layout(location = 3) out vec4 t3;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = global.MVP * Position;
|
||||||
|
texCoord = TexCoord;
|
||||||
|
|
||||||
|
float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
|
||||||
|
float dx = ps.x;
|
||||||
|
float dy = ps.y;
|
||||||
|
|
||||||
|
t1 = texCoord.xxxy + float4(-dx, 0, dx,-dy); // A, B, C
|
||||||
|
t2 = texCoord.xxxy + float4(-dx, 0, dx, 0); // D, E, F
|
||||||
|
t3 = texCoord.xxxy + float4(-dx, 0, dx, dy); // G, H, I
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma stage fragment
|
||||||
|
layout(location = 0) in vec2 texCoord;
|
||||||
|
layout(location = 1) in vec4 t1;
|
||||||
|
layout(location = 2) in vec4 t2;
|
||||||
|
layout(location = 3) in vec4 t3;
|
||||||
|
layout(location = 0) out vec4 FragColor;
|
||||||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// subpixel determination
|
||||||
|
float2 fp = floor(3.0 * frac(texCoord*params.SourceSize.xy));
|
||||||
|
|
||||||
|
/*
|
||||||
|
A B C E0 E1 E2
|
||||||
|
D E F E3 E4 E5
|
||||||
|
G H I E6 E7 E8
|
||||||
|
*/
|
||||||
|
|
||||||
|
// reading the texels
|
||||||
|
float3 A = tex2D(decal, t1.xw).xyz;
|
||||||
|
float3 B = tex2D(decal, t1.yw).xyz;
|
||||||
|
float3 C = tex2D(decal, t1.zw).xyz;
|
||||||
|
float3 D = tex2D(decal, t2.xw).xyz;
|
||||||
|
float3 E = tex2D(decal, t2.yw).xyz;
|
||||||
|
float3 F = tex2D(decal, t2.zw).xyz;
|
||||||
|
float3 G = tex2D(decal, t3.xw).xyz;
|
||||||
|
float3 H = tex2D(decal, t3.yw).xyz;
|
||||||
|
float3 I = tex2D(decal, t3.zw).xyz;
|
||||||
|
|
||||||
|
// equality checks
|
||||||
|
bool eqBD = eq(B,D), eqBF = eq(B,F), eqHD = eq(H,D), eqHF = eq(H,F), neqEA = neq(E,A), neqEC = neq(E,C), neqEG = neq(E,G), neqEI = neq(E,I);
|
||||||
|
|
||||||
|
// rules
|
||||||
|
float3 E0 = eqBD ? B : E;
|
||||||
|
float3 E1 = eqBD && neqEC || eqBF && neqEA ? B : E;
|
||||||
|
float3 E2 = eqBF ? B : E;
|
||||||
|
float3 E3 = eqBD && neqEG || eqHD && neqEA ? D : E;
|
||||||
|
float3 E5 = eqBF && neqEI || eqHF && neqEC ? F : E;
|
||||||
|
float3 E6 = eqHD ? H : E;
|
||||||
|
float3 E7 = eqHD && neqEI || eqHF && neqEG ? H : E;
|
||||||
|
float3 E8 = eqHF ? H : E;
|
||||||
|
|
||||||
|
// general condition & subpixel output
|
||||||
|
FragColor = vec4(neq(B,H) && neq(D,F) ? (fp.y == 0 ? (fp.x == 0 ? E0 : fp.x == 1 ? E1 : E2) : (fp.y == 1 ? (fp.x == 0 ? E3 : fp.x == 1 ? E : E5) : (fp.x == 0 ? E6 : fp.x == 1 ? E7 : E8))) : E, 1.0);
|
||||||
|
}
|
168
scalenx/shaders/scale3xSFX.slang
Normal file
168
scalenx/shaders/scale3xSFX.slang
Normal file
|
@ -0,0 +1,168 @@
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
/*
|
||||||
|
Scale3xSFX
|
||||||
|
by Sp00kyFox, 2015
|
||||||
|
|
||||||
|
Filter: Nearest
|
||||||
|
Scale: 3x
|
||||||
|
|
||||||
|
Scale3SFX improves upon the original Scale3x by avoiding the occurence of artifacts and smoothing out 45° edges.
|
||||||
|
|
||||||
|
*/
|
||||||
|
|
||||||
|
layout(push_constant) uniform Push
|
||||||
|
{
|
||||||
|
vec4 SourceSize;
|
||||||
|
vec4 OriginalSize;
|
||||||
|
vec4 OutputSize;
|
||||||
|
uint FrameCount;
|
||||||
|
float YTR;
|
||||||
|
float UTR;
|
||||||
|
float VTR;
|
||||||
|
} params;
|
||||||
|
|
||||||
|
#pragma parameter YTR "SCALE3xSFX Y Threshold" 48.0 0.0 255.0 1.0
|
||||||
|
#pragma parameter UTR "SCALE3xSFX U Threshold" 7.0 0.0 255.0 1.0
|
||||||
|
#pragma parameter VTR "SCALE3xSFX V Threshold" 6.0 0.0 255.0 1.0
|
||||||
|
|
||||||
|
#define YTR params.YTR
|
||||||
|
#define UTR params.UTR
|
||||||
|
#define VTR params.VTR
|
||||||
|
|
||||||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
|
{
|
||||||
|
mat4 MVP;
|
||||||
|
} global;
|
||||||
|
|
||||||
|
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||||
|
#define lerp(a,b,c) mix(a,b,c)
|
||||||
|
#define mul(a,b) (b*a)
|
||||||
|
#define fmod(c,d) mod(c,d)
|
||||||
|
#define frac(c) fract(c)
|
||||||
|
#define tex2D(c,d) texture(c,d)
|
||||||
|
#define float2 vec2
|
||||||
|
#define float3 vec3
|
||||||
|
#define float4 vec4
|
||||||
|
#define int2 ivec2
|
||||||
|
#define int3 ivec3
|
||||||
|
#define int4 ivec4
|
||||||
|
#define bool2 bvec2
|
||||||
|
#define bool3 bvec3
|
||||||
|
#define bool4 bvec4
|
||||||
|
#define float2x2 mat2x2
|
||||||
|
#define float3x3 mat3x3
|
||||||
|
#define float4x4 mat4x4
|
||||||
|
#define float4x3 mat4x3
|
||||||
|
|
||||||
|
#define decal Source
|
||||||
|
|
||||||
|
const float3x3 YUV = float3x3(0.299, -0.168736, 0.5, 0.587, -0.331264, -0.418688, 0.114, 0.5, -0.081312); // transponed
|
||||||
|
float3 thresh = float3(YTR, UTR, VTR)/255.0;
|
||||||
|
|
||||||
|
bool3 eq(float3 A, float3 B){
|
||||||
|
return lessThanEqual(abs(A-B) , thresh);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool3 neq(float3 A, float3 B){
|
||||||
|
return greaterThan(abs(A-B) , thresh);
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma stage vertex
|
||||||
|
layout(location = 0) in vec4 Position;
|
||||||
|
layout(location = 1) in vec2 TexCoord;
|
||||||
|
layout(location = 0) out vec2 texCoord;
|
||||||
|
layout(location = 1) out vec4 t1;
|
||||||
|
layout(location = 2) out vec4 t2;
|
||||||
|
layout(location = 3) out vec4 t3;
|
||||||
|
layout(location = 4) out vec4 t4;
|
||||||
|
layout(location = 5) out vec4 t5;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = global.MVP * Position;
|
||||||
|
texCoord = TexCoord;
|
||||||
|
|
||||||
|
float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
|
||||||
|
float dx = ps.x;
|
||||||
|
float dy = ps.y;
|
||||||
|
|
||||||
|
t1 = texCoord.xxxy + float4(-dx, 0, dx,-dy); // A, B, C
|
||||||
|
t2 = texCoord.xxxy + float4(-dx, 0, dx, 0); // D, E, F
|
||||||
|
t3 = texCoord.xxxy + float4(-dx, 0, dx, dy); // G, H, I
|
||||||
|
t4 = texCoord.xyxy + float4( 0,-2*dy,-2*dx, 0); // J, K
|
||||||
|
t5 = texCoord.xyxy + float4( 2*dx, 0, 0, 2*dy); // L, M
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma stage fragment
|
||||||
|
layout(location = 0) in vec2 texCoord;
|
||||||
|
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 = 5) in vec4 t5;
|
||||||
|
layout(location = 0) out vec4 FragColor;
|
||||||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// subpixel determination
|
||||||
|
float2 fp = floor(2.0 * frac(texCoord*params.SourceSize.xy));
|
||||||
|
|
||||||
|
/*
|
||||||
|
J
|
||||||
|
A B C E0 E1
|
||||||
|
K D E F L E2 E3
|
||||||
|
G H I
|
||||||
|
M
|
||||||
|
*/
|
||||||
|
|
||||||
|
// reading the texels & colorspace conversion
|
||||||
|
float3 b = tex2D(decal, t1.yw).xyz;
|
||||||
|
float3 d = tex2D(decal, t2.xw).xyz;
|
||||||
|
float3 e = tex2D(decal, t2.yw).xyz;
|
||||||
|
float3 f = tex2D(decal, t2.zw).xyz;
|
||||||
|
float3 h = tex2D(decal, t3.yw).xyz;
|
||||||
|
|
||||||
|
float4x3 tmp = mul(float4x3(b,d,e,f), YUV);
|
||||||
|
float3 B = tmp[0], D = tmp[1], E = tmp[2], F = tmp[3], H = mul(h, YUV);
|
||||||
|
|
||||||
|
float3 A = tex2D(decal, t1.xw).xyz;
|
||||||
|
float3 C = tex2D(decal, t1.zw).xyz;
|
||||||
|
float3 G = tex2D(decal, t3.xw).xyz;
|
||||||
|
float3 I = tex2D(decal, t3.zw).xyz;
|
||||||
|
|
||||||
|
tmp = mul(float4x3(A,C,G,I), YUV);
|
||||||
|
A = tmp[0], C = tmp[1], G = tmp[2], I = tmp[3];
|
||||||
|
|
||||||
|
float3 J = tex2D(decal, t4.xy).xyz;
|
||||||
|
float3 K = tex2D(decal, t4.zw).xyz;
|
||||||
|
float3 L = tex2D(decal, t5.xy).xyz;
|
||||||
|
float3 M = tex2D(decal, t5.zw).xyz;
|
||||||
|
|
||||||
|
tmp = mul(float4x3(J,K,L,M), YUV);
|
||||||
|
J = tmp[0], K = tmp[1], L = tmp[2], M = tmp[3];
|
||||||
|
|
||||||
|
// parent condition
|
||||||
|
bool par0 = neq(B,F) == bool3(true) && neq(D,H) == bool3(true);
|
||||||
|
bool par1 = neq(B,D) == bool3(true) && neq(F,H) == bool3(true);
|
||||||
|
|
||||||
|
// equality checks
|
||||||
|
bool AE = eq(A,E) == bool3(true);
|
||||||
|
bool CE = eq(C,E) == bool3(true);
|
||||||
|
bool EG = eq(E,G) == bool3(true);
|
||||||
|
bool EI = eq(E,I) == bool3(true);
|
||||||
|
|
||||||
|
// artifact prevention
|
||||||
|
bool art0 = CE || EG;
|
||||||
|
bool art1 = AE || EI;
|
||||||
|
|
||||||
|
// rules
|
||||||
|
float3 E0 = eq(B,D) == bool3(true) && par0 == true && (AE == false || art0 == true || eq(A,J) == bool3(true) || eq(A,K) == bool3(true)) ? 0.5*(b+d) : e;
|
||||||
|
float3 E1 = eq(B,F) == bool3(true) && par1 == true && (CE == false || art1 == true || eq(C,J) == bool3(true) || eq(C,L) == bool3(true)) ? 0.5*(b+f) : e;
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||||||
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float3 E2 = eq(D,H) == bool3(true) && par1 == true && (EG == false || art1 == true || eq(G,K) == bool3(true) || eq(G,M) == bool3(true)) ? 0.5*(h+d) : e;
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float3 E3 = eq(F,H) == bool3(true) && par0 == true && (EI == false || art0 == true || eq(I,L) == bool3(true) || eq(I,M) == bool3(true)) ? 0.5*(h+f) : e;
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||||||
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|
||||||
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// subpixel output
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||||||
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FragColor = vec4(fp.y == 0 ? (fp.x == 0 ? E0 : E1) : (fp.x == 0 ? E2 : E3), 1.0);
|
||||||
|
}
|
Loading…
Reference in a new issue