Add xbr-lv3-multipass and lv3-9x-multipass

- Add xbr-lv3-multipass and xbr-lv3-9x-multipass. Much faster than the standalone versions;
- Fix some typo on lv2.
This commit is contained in:
Hyllian 2022-07-16 21:03:41 -03:00
parent b57ea11402
commit 7c1b4b3b19
7 changed files with 677 additions and 333 deletions

View file

@ -232,7 +232,7 @@ void main()
vec4 f4_ = h5_.yzwx;
irlv0 = diff(e_, f_) * diff(e_, h_);
irlv1 = saturate( irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
irlv1 = irlv0;
#ifdef CORNER_B
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );

View file

@ -126,21 +126,20 @@ vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
return round(mix(low, high, v));
}
vec4 unpack_info(float i)
mat4 unpack_info(vec4 i)
{
vec4 info;
info.x = round(modf(i/2.0, i));
info.y = round(modf(i/2.0, i));
info.z = round(modf(i/2.0, i));
info.w = i;
mat4 info;
info[0] = round(modf(i/2.0, i));
info[1] = round(modf(i/2.0, i));
info[2] = round(modf(i/2.0, i));
info[3] = i;
return info;
return transpose(info);
}
void main()
{
vec4 px; // px = pixel, edr = edge detection rule
vec4 edri, edr, edr_l, edr_u;
vec4 fx, fx_l, fx_u; // inequations of straight lines.
vec3 res1, res2;
vec4 fx45i, fx45, fx30, fx60;
@ -153,9 +152,7 @@ void main()
vec3 F = texture(Original, t2.zw).rgb;
vec3 H = texture(Original, t1.xw).rgb;
mat4x3 b = mat4x3(B, D, H, F);
mat4x3 e = mat4x3(E, E, E, E);
mat4x3 d = mat4x3(D, H, F, B);
mat4x3 f = mat4x3(F, B, D, H);
mat4x3 h = mat4x3(H, F, B, D);
@ -169,31 +166,24 @@ void main()
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
vec4 deltaU = deltaL.yxwz;
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
fx45 = saturate( 0.5 + (fx - Co ) / delta );
fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
}
else {
fx45i = LT( Co + Ci, fx );
fx45 = LT( Co, fx );
fx30 = LT( Cx, fx_l );
fx60 = LT( Cy, fx_u );
fx45i = LT( Co + Ci, fx );
}
vec4 info = texture(Source, vTexCoord);
mat4 edr = unpack_info(remapFrom01(texture(Source, vTexCoord), low, high));
vec4 i = remapFrom01(info, low, high);
edr = unpack_info(i.x);
edr_l = unpack_info(i.y);
edr_u = unpack_info(i.z);
edri = unpack_info(i.w);
fx45i = edri*fx45i;
fx45 = edr*fx45;
fx30 = edr_l*fx30;
fx60 = edr_u*fx60;
fx45 = edr[0] * fx45;
fx30 = edr[1] * fx30;
fx60 = edr[2] * fx60;
fx45i = edr[3] * fx45i;
px = LTE(dist4(e,f), dist4(e,h));

View file

@ -1,9 +1,9 @@
#version 450
/*
Hyllian's xBR level 3 pass0 Shader
Hyllian's xBR-lv3 - pass0 Shader
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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
@ -29,19 +29,40 @@
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float XBR_EQ_THRESHOLD;
float XBR_LV2_COEFFICIENT;
} params;
#pragma parameter XBR_EQ_THRESHOLD "COLOR DISTINCTION THRESHOLD" 0.32 0.0 1.0 0.01
#pragma parameter XBR_LV2_COEFFICIENT "SMOOTHNESS THRESHOLD" 0.3 0.0 1.0 0.1
#define XBR_EQ_THRESHOLD params.XBR_EQ_THRESHOLD
#define XBR_LV2_COEFFICIENT params.XBR_LV2_COEFFICIENT
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
} global;
#define mul(a,b) (b*a)
#define saturate(c) clamp(c, 0.0, 1.0)
// Uncomment just one of the three params below to choose the corner detection
//#define CORNER_A
//#define CORNER_B
#define CORNER_C
#define XBR_EQ_THRESHOLD2 0.02
#define lv2_cf (XBR_LV2_COEFFICIENT + 2.0)
#define saturate(c) clamp(c, 0.0, 1.0)
#define round(X) floor((X)+0.5)
const vec3 v2f = vec3( 65536, 256, 1); // vec to float encode
const vec4 zip = vec4( 1.0, 2.0, 4.0, 8.0);
const vec4 zip2 = vec4( 16.0, 32.0, 64.0, 128.0);
const vec4 low = vec4( 0.0, 0.0, 0.0, 0.0);
const vec4 high = vec4(255.0, 255.0, 255.0, 255.0);
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
#pragma stage vertex
layout(location = 0) in vec4 Position;
@ -58,25 +79,25 @@ layout(location = 7) out vec4 t7;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0004;
// vTexCoord = TexCoord;
vTexCoord = TexCoord * 1.0001;
vec2 ps = vec2(1.0) / params.SourceSize.xy;
float dx = ps.x;
float dy = ps.y;
float dx = global.SourceSize.z;
float dy = global.SourceSize.w;
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
t1 = vTexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
t3 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
t4 = vTexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
t5 = vTexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
t1 = vTexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
t3 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
t4 = vTexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
t5 = vTexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
}
#pragma stage fragment
@ -91,200 +112,180 @@ layout(location = 7) in vec4 t7;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
const float coef = 2.0;
const float cf = 4.0;
const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
const float y_weight = 48.0;
const float u_weight = 7.0;
const float v_weight = 6.0;
const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const mat3 yuv_weighted = mat3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
const vec4 bin1 = vec4( 1.0, 2.0, 4.0, 8.0);
const vec4 bin2 = vec4(16.0, 32.0, 64.0, 128.0);
const vec4 maximo = vec4(255.0, 255.0, 255.0, 255.0);
vec4 df(vec4 A, vec4 B)
vec4 remapTo01(vec4 v, vec4 low, vec4 high)
{
return vec4(abs(A-B));
return saturate((v - low)/(high-low));
}
vec4 remapTo01(vec4 v, vec4 high)
// Return if A components are less than or equal B ones.
vec4 LTE(vec4 A, vec4 B)
{
return (v/high);
return step(A, B);
}
vec4 remapFrom01(vec4 v, vec4 high)
// Return if A components are less than B ones.
vec4 LT(vec4 A, vec4 B)
{
return (high*v + vec4(0.5, 0.5, 0.5, 0.5));
return vec4(lessThan(A, B));
}
bvec4 eq(vec4 A, vec4 B)
// Return logically inverted vector components. BEWARE: Only works with 0.0 or 1.0 components.
vec4 NOT(vec4 A)
{
return lessThan(df(A, B) , eq_threshold);
return (vec4(1.0) - A);
}
// Compare two vectors and return their components are different.
vec4 diff(vec4 A, vec4 B)
{
return vec4(notEqual(A, B));
}
float dist(vec3 A, vec3 B)
{
return dot(abs(A-B), Y);
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
// Calculate color distance between two vectors of four pixels
vec4 dist4(mat4x3 A, mat4x3 B)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
}
bvec4 and(bvec4 A, bvec4 B)
// Tests if color components are under a threshold. In this case they are considered 'equal'.
vec4 eq(mat4x3 A, mat4x3 B)
{
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD)));
}
bvec4 or(bvec4 A, bvec4 B)
vec4 eq2(mat4x3 A, mat4x3 B)
{
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD2)));
}
// Determine if two vector components are NOT equal based on a threshold.
vec4 neq(mat4x3 A, mat4x3 B)
{
return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
}
// Calculate weighted distance among pixels in some directions.
vec4 weighted_distance(mat4x3 a, mat4x3 b, mat4x3 c, mat4x3 d, mat4x3 e, mat4x3 f, mat4x3 g, mat4x3 h)
{
return (dist4(a,b) + dist4(a,c) + dist4(d,e) + dist4(d,f) + 4.0*dist4(g,h));
}
#define FILTRO(EDR0, EDR, LEFT, UP, LEFT3, UP3, PX0, PX3, PX1, LIN0, LIN3, LIN1, PX)\
if (LEFT && (!UP))\
{\
PX0 = bvec2( 0, PX);\
PX3 = bvec2(PX, 1);\
if (LEFT3)\
{\
LIN0 = bvec4(0, 1, 0, 0);\
LIN3 = bvec4(1, 0, 0, 0);\
}\
else \
{\
LIN0 = bvec4(0, 0, 1, 0);\
LIN3 = bvec4(0, 1, 1, 0);\
}\
}\
else if (UP && (!LEFT))\
{\
PX0 = bvec2(false, PX);\
PX1 = bvec2( !PX, false);\
if (UP3)\
{\
LIN0 = bvec4(0, 1, 0, 1);\
LIN1 = bvec4(1, 0, 0, 1);\
}\
else \
{\
LIN0 = bvec4(0, 0, 1, 1);\
LIN1 = bvec4(0, 1, 1, 1);\
}\
}\
else if (EDR)\
{\
LEFT = UP = LEFT3 = UP3 = false;\
PX0 = bvec2(false, PX);\
LIN0 = bvec4(0, 0, 0, 1);\
}\
else if (EDR0)\
{\
LEFT = UP = LEFT3 = UP3 = false;\
PX0 = bvec2(false, PX);\
LIN0 = bvec4(0, 0, 0, 0);\
}\
void main()
{
bvec4 edr, edr_left, edr_up, edr3_left, edr3_up, px; // px = pixel, edr = edge detection rule
bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
bvec4 interp_restriction_lv3_left, interp_restriction_lv3_up;
bvec2 px0, px1, px2, px3;
bvec4 lin0, lin1, lin2, lin3;
vec4 edri, edr, edr_l, edr_u, edr3_l, edr3_u; // edr = edge detection rule, l = left, u = up.
vec4 irlv0, irlv1, irlv2l, irlv2u, irlv3l, irlv3u; // ir = interpolation restriction
vec3 A1 = texture(Source, t1.xw).rgb;
vec3 B1 = texture(Source, t1.yw).rgb;
vec3 C1 = texture(Source, t1.zw).rgb;
vec3 A1 = texture(Source, t1.xw).rgb;
vec3 B1 = texture(Source, t1.yw).rgb;
vec3 C1 = texture(Source, t1.zw).rgb;
vec3 A = texture(Source, t2.xw).rgb;
vec3 B = texture(Source, t2.yw).rgb;
vec3 C = texture(Source, t2.zw).rgb;
vec3 A = texture(Source, t2.xw).rgb;
vec3 B = texture(Source, t2.yw).rgb;
vec3 C = texture(Source, t2.zw).rgb;
vec3 D = texture(Source, t3.xw).rgb;
vec3 E = texture(Source, t3.yw).rgb;
vec3 F = texture(Source, t3.zw).rgb;
vec3 D = texture(Source, t3.xw).rgb;
vec3 E = texture(Source, t3.yw).rgb;
vec3 F = texture(Source, t3.zw).rgb;
vec3 G = texture(Source, t4.xw).rgb;
vec3 H = texture(Source, t4.yw).rgb;
vec3 I = texture(Source, t4.zw).rgb;
vec3 G = texture(Source, t4.xw).rgb;
vec3 H = texture(Source, t4.yw).rgb;
vec3 I = texture(Source, t4.zw).rgb;
vec3 G5 = texture(Source, t5.xw).rgb;
vec3 H5 = texture(Source, t5.yw).rgb;
vec3 I5 = texture(Source, t5.zw).rgb;
vec3 G5 = texture(Source, t5.xw).rgb;
vec3 H5 = texture(Source, t5.yw).rgb;
vec3 I5 = texture(Source, t5.zw).rgb;
vec3 A0 = texture(Source, t6.xy).rgb;
vec3 D0 = texture(Source, t6.xz).rgb;
vec3 G0 = texture(Source, t6.xw).rgb;
vec3 A0 = texture(Source, t6.xy).rgb;
vec3 D0 = texture(Source, t6.xz).rgb;
vec3 G0 = texture(Source, t6.xw).rgb;
vec3 C4 = texture(Source, t7.xy).rgb;
vec3 F4 = texture(Source, t7.xz).rgb;
vec3 I4 = texture(Source, t7.xw).rgb;
vec3 C4 = texture(Source, t7.xy).rgb;
vec3 F4 = texture(Source, t7.xz).rgb;
vec3 I4 = texture(Source, t7.xw).rgb;
mat4x3 b = mat4x3(B, D, H, F);
mat4x3 c = mat4x3(C, A, G, I);
mat4x3 d = mat4x3(D, H, F, B);
mat4x3 e = mat4x3(E, E, E, E);
mat4x3 f = mat4x3(F, B, D, H);
mat4x3 g = mat4x3(G, I, C, A);
mat4x3 h = mat4x3(H, F, B, D);
mat4x3 i = mat4x3(I, C, A, G);
vec4 b = mul( mat4x3(B, D, H, F), yuv_weighted[0] );
vec4 c = mul( mat4x3(C, A, G, I), yuv_weighted[0] );
vec4 e = mul( mat4x3(E, E, E, E), yuv_weighted[0] );
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
mat4x3 i4 = mat4x3(I4, C1, A0, G5);
mat4x3 i5 = mat4x3(I5, C4, A1, G0);
mat4x3 h5 = mat4x3(H5, F4, B1, D0);
mat4x3 f4 = mat4x3(F4, B1, D0, H5);
vec4 i4 = mul( mat4x3(I4, C1, A0, G5), yuv_weighted[0] );
vec4 i5 = mul( mat4x3(I5, C4, A1, G0), yuv_weighted[0] );
vec4 h5 = mul( mat4x3(H5, F4, B1, D0), yuv_weighted[0] );
vec4 f4 = h5.yzwx;
mat4x3 c4 = mat4x3(C4, A1, G0, I5);
mat4x3 g5 = mat4x3(G5, I4, C1, A0);
vec4 c1 = i4.yzwx;
vec4 g0 = i5.wxyz;
vec4 b1 = h5.zwxy;
vec4 d0 = h5.wxyz;
mat4x3 c1 = mat4x3(C1, A0, G5, I4);
mat4x3 g0 = mat4x3(G0, I5, C4, A1);
mat4x3 b1 = mat4x3(B1, D0, H5, F4);
mat4x3 d0 = mat4x3(D0, H5, F4, B1);
vec4 b_ = v2f * b;
vec4 c_ = v2f * c;
vec4 d_ = b_.yzwx;
vec4 e_ = v2f * e;
vec4 f_ = b_.wxyz;
vec4 g_ = c_.zwxy;
vec4 h_ = b_.zwxy;
vec4 i_ = c_.wxyz;
bvec4 interp_restriction_lv0 = and(notEqual(e,f) , notEqual(e,h));
bvec4 comp1 = and(not(eq(h,h5)) , not(eq(h,i5)));
bvec4 comp2 = and(not(eq(h,d)) , not(eq(h,g)));
bvec4 comp3 = and(not(eq(f,f4)) , not(eq(f,i4)));
bvec4 comp4 = and( not(eq(f,b)) , not(eq(f,c)) );
bvec4 comp5 = and(eq(e,i) , or(comp3 , comp1));
interp_restriction_lv1 = or( comp4 , or(comp2 , or(comp5 , or(eq(e,g) , eq(e,c)))));
interp_restriction_lv2_left = and(notEqual(e,g) , notEqual(d,g));
interp_restriction_lv2_up = and(notEqual(e,c) , notEqual(b,c));
interp_restriction_lv3_left = and(notEqual(e,g0) , notEqual(d0,g0));
interp_restriction_lv3_up = and(notEqual(e,c1) , notEqual(b1,c1));
vec4 i4_ = v2f * i4;
vec4 i5_ = v2f * i5;
vec4 h5_ = v2f * h5;
vec4 f4_ = h5_.yzwx;
bvec4 edr0 = and(lessThan(weighted_distance( e, c, g, i, h5, f4, h, f) , weighted_distance( h, d, i5, f, i4, b, e, i)) , interp_restriction_lv0);
vec4 c4_ = i5_.yzwx;
vec4 g5_ = i4_.wxyz;
edr = and(edr0 , interp_restriction_lv1);
edr_left = and(lessThanEqual((coef*df(f,g)) , df(h,c)) , and(interp_restriction_lv2_left , edr));
edr_up = and(greaterThanEqual(df(f,g) , (coef*df(h,c))) , and(interp_restriction_lv2_up , edr));
edr3_left = and(lessThanEqual((cf*df(f,g0)) , df(h,c1)) , and(interp_restriction_lv3_left , edr_left));
edr3_up = and(greaterThanEqual(df(f,g0) , (cf*df(h,c1))) , and(interp_restriction_lv3_up , edr_up));
vec4 c1_ = i4_.yzwx;
vec4 g0_ = i5_.wxyz;
vec4 b1_ = h5_.zwxy;
vec4 d0_ = h5_.wxyz;
px = lessThanEqual(df(e,f) , df(e,h));
irlv0 = diff(e_, f_) * diff(e_, h_);
irlv1 = irlv0;
lin0 = lin1 = lin2 = lin3 = bvec4(1, 1, 1, 1);
#ifdef CORNER_B
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
#endif
#ifdef CORNER_C
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
#endif
FILTRO(edr0.x, edr.x, edr_left.x, edr_up.x, edr3_left.x, edr3_up.x, px0, px3, px1, lin0, lin3, lin1, px.x);
FILTRO(edr0.y, edr.y, edr_left.y, edr_up.y, edr3_left.y, edr3_up.y, px1, px0, px2, lin1, lin0, lin2, px.y);
FILTRO(edr0.z, edr.z, edr_left.z, edr_up.z, edr3_left.z, edr3_up.z, px2, px1, px3, lin2, lin1, lin3, px.z);
FILTRO(edr0.w, edr.w, edr_left.w, edr_up.w, edr3_left.w, edr3_up.w, px3, px2, px0, lin3, lin2, lin0, px.w);
irlv2l = diff(e_, g_) * diff(d_, g_);
irlv2u = diff(e_, c_) * diff(b_, c_);
irlv3l = eq2(g,g0) * diff(d0_,g0_) * eq(e,c4);
irlv3u = eq2(c,c1) * diff(b1_,c1_) * eq(e,g5);
vec4 info = mul(
bin1, mat4(
edr3_left,
edr3_up,
px0.x, px1.x, px2.x, px3.x,
px0.y, px1.y, px2.y, px3.y
)
);
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f );
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i );
info += mul(bin2, mat4(
lin0.x, lin1.x, lin2.x, lin3.x,
lin0.y, lin1.y, lin2.y, lin3.y,
lin0.z, lin1.z, lin2.z, lin3.z,
lin0.w, lin1.w, lin2.w, lin3.w
)
);
FragColor = vec4(remapTo01(info, maximo));
}
vec4 d_fg = dist4(f, g);
vec4 d_hc = dist4(h, c);
edri = LTE(wd1, wd2) * irlv0;
edr = LT( wd1, wd2) * irlv1 * NOT(edri.yzwx * edri.wxyz);
edr_l = LTE( lv2_cf * d_fg, d_hc ) * irlv2l * edr * (NOT(edri.yzwx) * eq(e, c));
edr_u = LTE( lv2_cf * d_hc, d_fg ) * irlv2u * edr * (NOT(edri.wxyz) * eq(e, g));
edr3_l = irlv3l * edr_l;
edr3_u = irlv3u * edr_u;
vec4 px = LTE(dist4(e,f), dist4(e,h));
vec4 info = zip * mat4( edr, edr_l, edr_u, edri);
info += zip2 * mat4(edr3_l, edr3_u, px, vec4(0.0));
FragColor = remapTo01(info, low, high);
}

View file

@ -1,9 +1,9 @@
#version 450
/*
Hyllian's xBR level 3 pass1 Shader
Hyllian's xBR-lv3 - pass1 Shader
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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
@ -24,180 +24,237 @@
THE SOFTWARE.
*/
#define round(X) floor((X)+0.5)
#define saturate(c) clamp(c, 0.0, 1.0)
#define mul(a,b) (b*a)
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float XBR_BLENDING;
} params;
#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
#define XBR_BLENDING params.XBR_BLENDING
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
} global;
#define saturate(c) clamp(c, 0.0, 1.0)
#define round(X) floor((X)+0.5)
const vec4 low = vec4( 0.0, 0.0, 0.0, 0.0);
const vec4 high = vec4(255.0, 255.0, 255.0, 255.0);
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
const vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
const vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
const vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
const vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
const vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
const vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
#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 vec2 delta;
layout(location = 2) out vec4 t2;
layout(location = 3) out float aa_factor;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0004;
// vTexCoord = TexCoord;
vTexCoord = TexCoord * 1.0001;
vec2 ps = vec2(1.0/params.OriginalSize.x, 1.0/params.OriginalSize.y);
float dx = ps.x;
float dy = ps.y;
float dx = global.SourceSize.z;
float dy = global.SourceSize.w;
// A3 B3 C3
// A1 B1 C1
//A2 A0 A B C C4 C6
//D2 D0 D E F F4 F6
//G2 G0 G H I I4 I6
// G5 H5 I5
// G7 H7 I7
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
t1 = vec4(dx, 0., 0., dy); // F H
delta = vec2(params.SourceSize.x/params.OutputSize.x, 0.5*params.SourceSize.x/params.OutputSize.x); // Delta is the thickness of interpolation
aa_factor = 2.0*global.OutputSize.z * global.SourceSize.x;
t1 = vTexCoord.xyyy + vec4( 0, -dy, 0, dy); // B
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); //D E F
// H
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec2 delta;
layout(location = 2) in vec4 t2;
layout(location = 3) in float aa_factor;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
const mat2x4 sym_vectors = mat2x4(1., 1., -1., -1., 1., -1., -1., 1.);
const vec3 lines[12] = {
vec3(1.0, 1.0, 0.75),
vec3(1.0, 1.0, 0.5),
vec3(2.0, 1.0, 0.5),
vec3(1.0, 2.0, 0.5),
vec3(3.0, 1.0, 0.5),
vec3(1.0, 3.0, 0.5),
vec3(-1.0, 2.0, 0.5),
vec3(2.0, -1.0, 0.5),
vec3(-1.0, 3.0, 0.5),
vec3(3.0, -1.0, 0.5),
vec3(3.0, 1.0, 1.5),
vec3(1.0, 3.0, 1.5)
};
float remapFrom01(float v, float high)
// Return if A components are less than or equal B ones.
vec4 LTE(vec4 A, vec4 B)
{
return (high*v + 0.5);
return step(A, B);
}
vec3 remapFrom01(vec3 v, vec3 low, vec3 high)
// Return if A components are less than B ones.
vec4 LT(vec4 A, vec4 B)
{
return round(mix(low, high, v));
return vec4(lessThan(A, B));
}
float dist(vec3 A, vec3 B)
{
return dot(abs(A-B), Y);
}
// Calculate color distance between two vectors of four pixels
vec4 dist4(mat4x3 A, mat4x3 B)
{
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
}
vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
{
return round(mix(low, high, v));
}
vec4 unpack_info(float i)
{
vec4 info;
info.x = round(modf(i/2.0, i));
info.y = round(modf(i/2.0, i));
info.z = round(modf(i/2.0, i));
info.w = i;
vec4 info;
info.x = round(modf(i/2.0, i));
info.y = round(modf(i/2.0, i));
info.z = round(modf(i/2.0, i));
info.w = i;
return info;
return info;
}
/*
mat4 unpack_info(vec4 i)
{
mat4 info;
info[0] = round(modf(i/2.0, i));
info[1] = round(modf(i/2.0, i));
info[2] = round(modf(i/2.0, i));
info[3] = i;
return transpose(info);
}*/
mat2x4 unpack_info2(float i)
{
mat2x4 info;
info[0].x = round(modf(i/2.0, i));
info[0].y = round(modf(i/2.0, i));
info[0].z = round(modf(i/2.0, i));
info[0].w = round(modf(i/2.0, i));
info[1].x = round(modf(i/2.0, i));
info[1].y = round(modf(i/2.0, i));
info[1].z = round(modf(i/2.0, i));
info[1].w = i;
return info;
}
void main()
{
vec2 px; // px = pixel to blend
float pxr, pxd, line, edr3_nrl, edr3_ndu;
vec4 edri, edr, edr_l, edr_u, edr3_l, edr3_u, px; // px = pixel, edr = edge detection rule
vec4 fx, fx_l, fx_u, fx3_l, fx3_u; // inequations of straight lines.
vec3 res1, res2;
vec4 fx45i, fx45, fx30, fx60, fx15, fx75;
vec2 pos = fract(vTexCoord*params.SourceSize.xy)-vec2(0.5, 0.5); // pos = pixel position
vec2 dir = sign(pos); // dir = pixel direction
vec2 fp = fract(vTexCoord*global.SourceSize.xy);
vec2 g1 = dir*( saturate(-dir.y*dir.x)*t1.zw + saturate( dir.y*dir.x)*t1.xy);
vec2 g2 = dir*( saturate( dir.y*dir.x)*t1.zw + saturate(-dir.y*dir.x)*t1.xy);
vec3 B = texture(Original, t1.xy).rgb;
vec3 D = texture(Original, t2.xw).rgb;
vec3 E = texture(Original, t2.yw).rgb;
vec3 F = texture(Original, t2.zw).rgb;
vec3 H = texture(Original, t1.xw).rgb;
vec3 F = texture(Original, vTexCoord +g1).xyz;
vec3 B = texture(Original, vTexCoord -g2).xyz;
vec3 D = texture(Original, vTexCoord -g1).xyz;
vec3 H = texture(Original, vTexCoord +g2).xyz;
vec3 E = texture(Original, vTexCoord ).xyz;
mat4x3 e = mat4x3(E, E, E, E);
mat4x3 f = mat4x3(F, B, D, H);
mat4x3 h = mat4x3(H, F, B, D);
vec3 F4 = texture(Original, vTexCoord +2.0*g1).xyz;
vec3 I = texture(Original, vTexCoord +g1+g2).xyz;
vec3 H5 = texture(Original, vTexCoord +2.0*g2).xyz;
// These inequations define the line below which interpolation occurs.
fx = (Ao*fp.y+Bo*fp.x);
fx_l = (Ax*fp.y+Bx*fp.x);
fx_u = (Ay*fp.y+By*fp.x);
fx3_l = ( Az*fp.y + Bz*fp.x );
fx3_u = ( Aw*fp.y + Bw*fp.x );
vec4 icomp = round(saturate(mul(dir, sym_vectors))); // choose info component
float info = remapFrom01(dot(texture(Source, vTexCoord ), icomp), 255.0); // retrieve 1st pass info
float info_nr = remapFrom01(dot(texture(Source, vTexCoord+g1), icomp), 255.0); // 1st pass info from neighbor r
float info_nd = remapFrom01(dot(texture(Source, vTexCoord+g2), icomp), 255.0); // 1st pass info from neighbor d
if (XBR_BLENDING == 1.0) {
vec4 delta = vec4(aa_factor);
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
vec4 deltaU = deltaL.yxwz;
modf(info/2.0f, info); // discard info
modf(info/2.0f, info); // discard info
px.x = round(modf(info/2.0, info));
px.y = round(modf(info/2.0, info));
fx45 = saturate( 0.5 + (fx - Co ) / delta );
fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
fx15 = saturate( 0.5 + (fx3_l - Cz ) / deltaL );
fx75 = saturate( 0.5 + (fx3_u - Cw ) / deltaU );
}
else {
fx45 = LT( Co, fx );
fx30 = LT( Cx, fx_l );
fx60 = LT( Cy, fx_u );
fx45i = LT( Co + Ci, fx );
fx15 = LT( Cz, fx3_l );
fx75 = LT( Cw, fx3_u );
}
vec4 flags = unpack_info(info); // retrieve 1st pass flags
vec4 info = texture(Source, vTexCoord);
edr3_nrl = round(modf(info_nr/2.0, info_nr));
modf(info_nr/2.0, info_nr); // discard info_nr
modf(info_nr/2.0, info_nr); // discard info_nr
pxr = round(modf(info_nr/2.0, info_nr));
vec4 i = remapFrom01(info, low, high);
modf(info_nd/2.0, info_nd); // discard info_nd
edr3_ndu = round(modf(info_nd/2.0, info_nd));
modf(info_nd/2.0, info_nd); // discard info_nd
pxd = round(modf(info_nd/2.0, info_nd));
mat2x4 edx = unpack_info2(i.x);
mat2x4 edy = unpack_info2(i.y);
mat2x4 edz = unpack_info2(i.z);
float aux = round(dot(vec4(8.0, 4.0, 2.0, 1.0), flags));
vec3 slep;
edr = edx[0];
edr_l = edy[0];
edr_u = edz[0];
edri = unpack_info(i.w);
edr3_l = edx[1];
edr3_u = edy[1];
px = edz[1];
fx45i = edri * fx45i;
fx45 = edr * fx45;
fx30 = edr_l * fx30;
fx60 = edr_u * fx60;
fx15 = edr3_l * fx15;
fx75 = edr3_u * fx75;
vec4 maximos = max(max(max(fx15, fx30), max(fx60, fx75)), max(fx45, fx45i));
res1 = mix(E, mix(H, F, px.x), maximos.x);
res2 = mix(E, mix(B, D, px.z), maximos.z);
vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
res1 = mix(E, mix(F, B, px.y), maximos.y);
res2 = mix(E, mix(D, H, px.w), maximos.w);
vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
if (aux >= 6.0)
{
slep = (aux==6.0 ? lines[6] : (aux==7.0 ? lines[7] : (aux==8.0 ? lines[8] : (aux==9.0 ? lines[9] : (aux==10.0 ? lines[10] : lines[11])))));
}
else
{
slep = (aux==0.0 ? lines[0] : (aux==1.0 ? lines[1] : (aux==2.0 ? lines[2] : (aux==3.0 ? lines[3] : (aux==4.0 ? lines[4] : lines[5])))));
}
vec2 fp = (dir.x*dir.y) > 0.0 ? abs(pos) : abs(pos.yx);
vec3 fp1 = vec3(fp.yx, -1);
vec3 color = E;
float fx;
if (aux < 10.0)
{
fx = saturate(dot(fp1, slep)/(2.*delta.x)+0.5);
color = mix(E, mix(mix(H, F, px.y), mix(D, B, px.y), px.x), fx); // interpolate if there's edge
}
else if (edr3_nrl == 1.0)
{
fx = saturate(dot(fp1, lines[10])/(2.*delta.x)+0.5);
color = mix(E, mix(I, F4, pxr), fx); // interpolate if there's edge
}
else if (edr3_ndu == 1.0)
{
fx = saturate(dot(fp1, lines[11])/(2.*delta.x)+0.5);
color = mix(E, mix(H5, I, pxd), fx); // interpolate if there's edge
}
FragColor = vec4(color, 1.0);
}
FragColor = vec4(res, 1.0);
}

View file

@ -0,0 +1,260 @@
#version 450
/*
Hyllian's xBR-lv3 - pass1b 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
{
float XBR_BLENDING;
} params;
#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
#define XBR_BLENDING params.XBR_BLENDING
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
} global;
#define saturate(c) clamp(c, 0.0, 1.0)
#define round(X) floor((X)+0.5)
const vec4 low = vec4( 0.0, 0.0, 0.0, 0.0);
const vec4 high = vec4(255.0, 255.0, 255.0, 255.0);
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
const vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
const vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
const vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
const vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
const vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
const vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
#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;
layout(location = 3) out float aa_factor;
void main()
{
gl_Position = global.MVP * Position;
// vTexCoord = TexCoord;
vTexCoord = TexCoord * 1.0001;
float dx = global.SourceSize.z;
float dy = global.SourceSize.w;
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
aa_factor = 2.0*global.OutputSize.z * global.SourceSize.x;
t1 = vTexCoord.xyyy + vec4( 0, -dy, 0, dy); // B
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); //D E F
// H
}
#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 float aa_factor;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D xbr3x;
// Return if A components are less than or equal B ones.
vec4 LTE(vec4 A, vec4 B)
{
return step(A, B);
}
// Return if A components are less than B ones.
vec4 LT(vec4 A, vec4 B)
{
return vec4(lessThan(A, B));
}
float dist(vec3 A, vec3 B)
{
return dot(abs(A-B), Y);
}
// Calculate color distance between two vectors of four pixels
vec4 dist4(mat4x3 A, mat4x3 B)
{
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
}
vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
{
return round(mix(low, high, v));
}
vec4 unpack_info(float i)
{
vec4 info;
info.x = round(modf(i/2.0, i));
info.y = round(modf(i/2.0, i));
info.z = round(modf(i/2.0, i));
info.w = i;
return info;
}
/*
mat4 unpack_info(vec4 i)
{
mat4 info;
info[0] = round(modf(i/2.0, i));
info[1] = round(modf(i/2.0, i));
info[2] = round(modf(i/2.0, i));
info[3] = i;
return transpose(info);
}*/
mat2x4 unpack_info2(float i)
{
mat2x4 info;
info[0].x = round(modf(i/2.0, i));
info[0].y = round(modf(i/2.0, i));
info[0].z = round(modf(i/2.0, i));
info[0].w = round(modf(i/2.0, i));
info[1].x = round(modf(i/2.0, i));
info[1].y = round(modf(i/2.0, i));
info[1].z = round(modf(i/2.0, i));
info[1].w = i;
return info;
}
void main()
{
vec4 edri, edr, edr_l, edr_u, edr3_l, edr3_u, px; // px = pixel, edr = edge detection rule
vec4 fx, fx_l, fx_u, fx3_l, fx3_u; // inequations of straight lines.
vec3 res1, res2;
vec4 fx45i, fx45, fx30, fx60, fx15, fx75;
vec2 fp = fract(vTexCoord*global.SourceSize.xy);
vec3 B = texture(xbr3x, t1.xy).rgb;
vec3 D = texture(xbr3x, t2.xw).rgb;
vec3 E = texture(xbr3x, t2.yw).rgb;
vec3 F = texture(xbr3x, t2.zw).rgb;
vec3 H = texture(xbr3x, t1.xw).rgb;
mat4x3 e = mat4x3(E, E, E, E);
mat4x3 f = mat4x3(F, B, D, H);
mat4x3 h = mat4x3(H, F, B, D);
// These inequations define the line below which interpolation occurs.
fx = (Ao*fp.y+Bo*fp.x);
fx_l = (Ax*fp.y+Bx*fp.x);
fx_u = (Ay*fp.y+By*fp.x);
fx3_l = ( Az*fp.y + Bz*fp.x );
fx3_u = ( Aw*fp.y + Bw*fp.x );
if (XBR_BLENDING == 1.0) {
vec4 delta = vec4(aa_factor);
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
vec4 deltaU = deltaL.yxwz;
fx45 = saturate( 0.5 + (fx - Co ) / delta );
fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
fx15 = saturate( 0.5 + (fx3_l - Cz ) / deltaL );
fx75 = saturate( 0.5 + (fx3_u - Cw ) / deltaU );
}
else {
fx45 = LT( Co, fx );
fx30 = LT( Cx, fx_l );
fx60 = LT( Cy, fx_u );
fx45i = LT( Co + Ci, fx );
fx15 = LT( Cz, fx3_l );
fx75 = LT( Cw, fx3_u );
}
vec4 info = texture(Source, vTexCoord);
vec4 i = remapFrom01(info, low, high);
mat2x4 edx = unpack_info2(i.x);
mat2x4 edy = unpack_info2(i.y);
mat2x4 edz = unpack_info2(i.z);
edr = edx[0];
edr_l = edy[0];
edr_u = edz[0];
edri = unpack_info(i.w);
edr3_l = edx[1];
edr3_u = edy[1];
px = edz[1];
fx45i = edri * fx45i;
fx45 = edr * fx45;
fx30 = edr_l * fx30;
fx60 = edr_u * fx60;
fx15 = edr3_l * fx15;
fx75 = edr3_u * fx75;
vec4 maximos = max(max(max(fx15, fx30), max(fx60, fx75)), max(fx45, fx45i));
res1 = mix(E, mix(H, F, px.x), maximos.x);
res2 = mix(E, mix(B, D, px.z), maximos.z);
vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
res1 = mix(E, mix(F, B, px.y), maximos.y);
res2 = mix(E, mix(D, H, px.w), maximos.w);
vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
FragColor = vec4(res, 1.0);
}

View file

@ -0,0 +1,29 @@
shaders = "5"
shader0 = shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang
filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.000000"
shader1 = shaders/xbr-lv3-multipass/xbr-lv3-pass1.slang
filter_linear1 = "false"
scale_type1 = "source"
scale1 = "3.000000"
alias1 = xbr3x
shader2 = shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang
filter_linear2 = "false"
scale_type2 = "source"
scale2 = "1.000000"
shader3 = shaders/xbr-lv3-multipass/xbr-lv3-pass1b.slang
filter_linear3 = "false"
scale_type3 = "source"
scale3 = "3.000000"
shader4 = "shaders/support/b-spline.slang"
filter_linear4 = false
parameters = "XBR_BLENDING"
XBR_BLENDING = "0.0"

View file

@ -1,8 +1,15 @@
shaders = 2
shaders = "3"
shader0 = shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang
scale_type0 = "source"
scale0 = "1.000000"
shader0 = "shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang"
filter_linear0 = false
scale_type0 = source
shader1 = shaders/xbr-lv3-multipass/xbr-lv3-pass1.slang
scale_type1 = "source"
scale1 = "3.000000"
shader2 = "shaders/support/b-spline.slang"
filter_linear2 = false
filter_linear0 = "false"
filter_linear1 = "false"
shader1 = "shaders/xbr-lv3-multipass/xbr-lv3-pass1.slang"
filter_linear1 = false