From 8d169b3c19132621d8cbddd257807f6aa9a42f50 Mon Sep 17 00:00:00 2001 From: hunterk Date: Mon, 27 Mar 2017 16:04:05 -0500 Subject: [PATCH] make sabr-hybrid-deposterize into single-pass for testing --- sabr/shaders/edge-detect.slang | 88 ----- sabr/shaders/sabr-hybrid-deposterize.slang | 395 +++++++++++++++++++++ 2 files changed, 395 insertions(+), 88 deletions(-) delete mode 100644 sabr/shaders/edge-detect.slang create mode 100644 sabr/shaders/sabr-hybrid-deposterize.slang diff --git a/sabr/shaders/edge-detect.slang b/sabr/shaders/edge-detect.slang deleted file mode 100644 index 0a468db..0000000 --- a/sabr/shaders/edge-detect.slang +++ /dev/null @@ -1,88 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float minimum; - float maximum; -} params; - -#pragma parameter minimum "Edge Thresh Min" 0.05 0.0 1.0 0.01 -#pragma parameter maximum "Edge Thresh Max" 0.35 0.0 1.0 0.01 - -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; -} global; - -float threshold(float thr1, float thr2 , float val) { - val = (val < thr1) ? 0.0 : val; - val = (val > thr2) ? 1.0 : val; - return val; -} - -// averaged pixel intensity from 3 color channels -float avg_intensity(vec4 pix) { - return dot(pix.rgb, vec3(0.2126, 0.7152, 0.0722)); -} - -vec4 get_pixel(sampler2D tex, vec2 coords, float dx, float dy) { - return texture(tex, coords + vec2(dx, dy)); -} - -// returns pixel color -float IsEdge(sampler2D tex, vec2 coords){ - float dxtex = params.SourceSize.z; - float dytex = params.SourceSize.w; - float pix[9]; - int k = -1; - float delta; - - // read neighboring pixel intensities - for (int i=-1; i<2; i++) { - for(int j=-1; j<2; j++) { - k++; - pix[k] = avg_intensity(get_pixel(tex, coords, float(i) * dxtex, - float(j) * dytex)); - } - } - - // average color differences around neighboring pixels - delta = (abs(pix[1]-pix[7])+ - abs(pix[5]-pix[3]) + - abs(pix[0]-pix[8])+ - abs(pix[2]-pix[6]) - )/4.; - - return threshold(params.minimum, params.maximum,clamp(delta,0.0,1.0)); -} - -#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; -layout(set = 0, binding = 3) uniform sampler2D Original; -layout(set = 0, binding = 4) uniform sampler2D Sharp; -layout(set = 0, binding = 5) uniform sampler2D Smooth; - -void main() -{ - float test = IsEdge(Original, vTexCoord); - vec4 hybrid = vec4(0.0); - hybrid = (test > 0.01) ? texture(Sharp, vTexCoord) : texture(Smooth, vTexCoord); - FragColor = hybrid; -} \ No newline at end of file diff --git a/sabr/shaders/sabr-hybrid-deposterize.slang b/sabr/shaders/sabr-hybrid-deposterize.slang new file mode 100644 index 0000000..8c2a6d6 --- /dev/null +++ b/sabr/shaders/sabr-hybrid-deposterize.slang @@ -0,0 +1,395 @@ +#version 450 + +/* + SABR v3.0 Shader + Joshua Street + + Portions of this algorithm were taken from Hyllian's 5xBR v3.7c + shader. + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float minimum; + float maximum; +} params; + +#pragma parameter minimum "Edge Thresh Min" 0.05 0.0 1.0 0.01 +#pragma parameter maximum "Edge Thresh Max" 0.08 0.0 1.0 0.01 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +/* + Constants +*/ +/* + Inequation coefficients for interpolation +Equations are in the form: Ay + Bx = C +45, 30, and 60 denote the angle from x each line the cooeficient variable set builds +*/ +const vec4 Ai = vec4( 1.0, -1.0, -1.0, 1.0); +const vec4 B45 = vec4( 1.0, 1.0, -1.0, -1.0); +const vec4 C45 = vec4( 1.5, 0.5, -0.5, 0.5); +const vec4 B30 = vec4( 0.5, 2.0, -0.5, -2.0); +const vec4 C30 = vec4( 1.0, 1.0, -0.5, 0.0); +const vec4 B60 = vec4( 2.0, 0.5, -2.0, -0.5); +const vec4 C60 = vec4( 2.0, 0.0, -1.0, 0.5); + +const vec4 M45 = vec4(0.4, 0.4, 0.4, 0.4); +const vec4 M30 = vec4(0.2, 0.4, 0.2, 0.4); +const vec4 M60 = M30.yxwz; +const vec4 Mshift = vec4(0.2); + +// Coefficient for weighted edge detection +const float coef = 2.0; +// Threshold for if luminance values are "equal" +const vec4 threshold = vec4(0.32); + +// Conversion from RGB to Luminance (from GIMP) +const vec3 lum = vec3(0.21, 0.72, 0.07); + +// Performs same logic operation as && for vectors +bvec4 _and_(bvec4 A, bvec4 B) { + return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); +} + +// Performs same logic operation as || for vectors +bvec4 _or_(bvec4 A, bvec4 B) { + return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); +} + +// Converts 4 3-color vectors into 1 4-value luminance vector +vec4 lum_to(vec3 v0, vec3 v1, vec3 v2, vec3 v3) { + return vec4(dot(lum, v0), dot(lum, v1), dot(lum, v2), dot(lum, v3)); +} + +// Gets the difference between 2 4-value luminance vectors +vec4 lum_df(vec4 A, vec4 B) { + return abs(A - B); +} + +// Determines if 2 4-value luminance vectors are "equal" based on threshold +bvec4 lum_eq(vec4 A, vec4 B) { + return lessThan(lum_df(A, B), threshold); +} + +vec4 lum_wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { + return lum_df(a, b) + lum_df(a, c) + lum_df(d, e) + lum_df(d, f) + 4.0 * lum_df(g, h); +} + +// Gets the difference between 2 3-value rgb colors +float c_df(vec3 c1, vec3 c2) { + vec3 df = abs(c1 - c2); + return df.r + df.g + df.b; +} + +// luma-based edge detection +float thresh(float thr1, float thr2 , float val) { + val = (val < thr1) ? 0.0 : val; + val = (val > thr2) ? 1.0 : val; + return val; +} + +// averaged pixel intensity from 3 color channels +float avg_intensity(vec4 pix) { + return dot(pix.rgb, vec3(0.2126, 0.7152, 0.0722)); +} + +vec4 get_pixel(sampler2D tex, vec2 coords, float dx, float dy) { + return texture(tex, coords + vec2(dx, dy)); +} + +// returns pixel color +float IsEdge(sampler2D tex, vec2 coords){ + float dxtex = params.SourceSize.z; + float dytex = params.SourceSize.w; + int k = -1; + float delta; + + float pix[9]; + // read neighboring pixel intensities + for (int i=-1; i<2; i++) { + for(int j=-1; j<2; j++) { + k++; + pix[k] = avg_intensity(get_pixel(tex, coords, float(i) * dxtex, + float(j) * dytex)); + } + } + + // average color differences around neighboring pixels + float delta_lum = (abs(pix[1]-pix[7])+ + abs(pix[5]-pix[3]) + + abs(pix[0]-pix[8])+ + abs(pix[2]-pix[6]) + )/4.; +/* +// RGB edge detection << more expensive +vec4 rgb_pix[9]; + // read neighboring pixel intensities + for (int i=-1; i<2; i++) { + for(int j=-1; j<2; j++) { + k++; + rgb_pix[k] = (get_pixel(tex, coords, float(i) * dxtex, + float(j) * dytex)); + } + } + + // average color differences around neighboring pixels + float delta_r = (abs(rgb_pix[1].r-rgb_pix[7].r)+ + abs(rgb_pix[5].r-rgb_pix[3].r) + + abs(rgb_pix[0].r-rgb_pix[8].r)+ + abs(rgb_pix[2].r-rgb_pix[6].r) + )/4.; + + float delta_g = (abs(rgb_pix[1].g-rgb_pix[7].g)+ + abs(rgb_pix[5].g-rgb_pix[3].g) + + abs(rgb_pix[0].g-rgb_pix[8].g)+ + abs(rgb_pix[2].g-rgb_pix[6].g) + )/4.; + + float delta_b = (abs(rgb_pix[1].b-rgb_pix[7].b)+ + abs(rgb_pix[5].b-rgb_pix[3].b) + + abs(rgb_pix[0].b-rgb_pix[8].b)+ + abs(rgb_pix[2].b-rgb_pix[6].b) + )/4.; + + float delta_rgb = max(delta_r, max(delta_g, delta_b)); +*/ + + return thresh(params.minimum, params.maximum,clamp(delta_lum,0.0,1.0)); +} + +float normpdf(in float x, in float sigma) +{ + return 0.39894*exp(-0.5*x*x/(sigma*sigma))/sigma; +} + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 tc; +layout(location = 1) out vec4 xyp_1_2_3; +layout(location = 2) out vec4 xyp_5_10_15; +layout(location = 3) out vec4 xyp_6_7_8; +layout(location = 4) out vec4 xyp_9_14_9; +layout(location = 5) out vec4 xyp_11_12_13; +layout(location = 6) out vec4 xyp_16_17_18; +layout(location = 7) out vec4 xyp_21_22_23; + +void main() +{ + gl_Position = global.MVP * Position; + + float x = params.SourceSize.z; + float y = params.SourceSize.w; + + tc = TexCoord * vec2(1.0004, 1.0); + xyp_1_2_3 = tc.xxxy + vec4( -x, 0.0, x, -2.0 * y); + xyp_6_7_8 = tc.xxxy + vec4( -x, 0.0, x, -y); + xyp_11_12_13 = tc.xxxy + vec4( -x, 0.0, x, 0.0); + xyp_16_17_18 = tc.xxxy + vec4( -x, 0.0, x, y); + xyp_21_22_23 = tc.xxxy + vec4( -x, 0.0, x, 2.0 * y); + xyp_5_10_15 = tc.xyyy + vec4(-2.0 * x, -y, 0.0, y); + xyp_9_14_9 = tc.xyyy + vec4( 2.0 * x, -y, 0.0, y); +} + +#pragma stage fragment +layout(location = 0) in vec2 tc; +layout(location = 1) in vec4 xyp_1_2_3; +layout(location = 2) in vec4 xyp_5_10_15; +layout(location = 3) in vec4 xyp_6_7_8; +layout(location = 4) in vec4 xyp_9_14_9; +layout(location = 5) in vec4 xyp_11_12_13; +layout(location = 6) in vec4 xyp_16_17_18; +layout(location = 7) in vec4 xyp_21_22_23; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ +/* +Mask for algorhithm ++-----+-----+-----+-----+-----+ +| | 1 | 2 | 3 | | ++-----+-----+-----+-----+-----+ +| 5 | 6 | 7 | 8 | 9 | ++-----+-----+-----+-----+-----+ +| 10 | 11 | 12 | 13 | 14 | ++-----+-----+-----+-----+-----+ +| 15 | 16 | 17 | 18 | 19 | ++-----+-----+-----+-----+-----+ +| | 21 | 22 | 23 | | ++-----+-----+-----+-----+-----+ + */ + // Get mask values by performing texture lookup with the uniform sampler + vec3 P1 = texture(Source, xyp_1_2_3.xw ).rgb; + vec3 P2 = texture(Source, xyp_1_2_3.yw ).rgb; + vec3 P3 = texture(Source, xyp_1_2_3.zw ).rgb; + + vec3 P6 = texture(Source, xyp_6_7_8.xw ).rgb; + vec3 P7 = texture(Source, xyp_6_7_8.yw ).rgb; + vec3 P8 = texture(Source, xyp_6_7_8.zw ).rgb; + + vec3 P11 = texture(Source, xyp_11_12_13.xw).rgb; + vec3 P12 = texture(Source, xyp_11_12_13.yw).rgb; + vec3 P13 = texture(Source, xyp_11_12_13.zw).rgb; + + vec3 P16 = texture(Source, xyp_16_17_18.xw).rgb; + vec3 P17 = texture(Source, xyp_16_17_18.yw).rgb; + vec3 P18 = texture(Source, xyp_16_17_18.zw).rgb; + + vec3 P21 = texture(Source, xyp_21_22_23.xw).rgb; + vec3 P22 = texture(Source, xyp_21_22_23.yw).rgb; + vec3 P23 = texture(Source, xyp_21_22_23.zw).rgb; + + vec3 P5 = texture(Source, xyp_5_10_15.xy ).rgb; + vec3 P10 = texture(Source, xyp_5_10_15.xz ).rgb; + vec3 P15 = texture(Source, xyp_5_10_15.xw ).rgb; + + vec3 P9 = texture(Source, xyp_9_14_9.xy ).rgb; + vec3 P14 = texture(Source, xyp_9_14_9.xz ).rgb; + vec3 P19 = texture(Source, xyp_9_14_9.xw ).rgb; + + // Store luminance values of each point in groups of 4 + // so that we may operate on all four corners at once + vec4 p7 = lum_to(P7, P11, P17, P13); + vec4 p8 = lum_to(P8, P6, P16, P18); + vec4 p11 = p7.yzwx; // P11, P17, P13, P7 + vec4 p12 = lum_to(P12, P12, P12, P12); + vec4 p13 = p7.wxyz; // P13, P7, P11, P17 + vec4 p14 = lum_to(P14, P2, P10, P22); + vec4 p16 = p8.zwxy; // P16, P18, P8, P6 + vec4 p17 = p7.zwxy; // P17, P13, P7, P11 + vec4 p18 = p8.wxyz; // P18, P8, P6, P16 + vec4 p19 = lum_to(P19, P3, P5, P21); + vec4 p22 = p14.wxyz; // P22, P14, P2, P10 + vec4 p23 = lum_to(P23, P9, P1, P15); + + // Scale current texel coordinate to [0..1] + vec2 fp = fract(tc * params.SourceSize.xy); + + // Determine amount of "smoothing" or mixing that could be done on texel corners + vec4 ma45 = smoothstep(C45 - M45, C45 + M45, Ai * fp.y + B45 * fp.x); + vec4 ma30 = smoothstep(C30 - M30, C30 + M30, Ai * fp.y + B30 * fp.x); + vec4 ma60 = smoothstep(C60 - M60, C60 + M60, Ai * fp.y + B60 * fp.x); + vec4 marn = smoothstep(C45 - M45 + Mshift, C45 + M45 + Mshift, Ai * fp.y + B45 * fp.x); + + // Perform edge weight calculations + vec4 e45 = lum_wd(p12, p8, p16, p18, p22, p14, p17, p13); + vec4 econt = lum_wd(p17, p11, p23, p13, p7, p19, p12, p18); + vec4 e30 = lum_df(p13, p16); + vec4 e60 = lum_df(p8, p17); + + // Calculate rule results for interpolation + bvec4 r45_1 = _and_(notEqual(p12, p13), notEqual(p12, p17)); + bvec4 r45_2 = _and_(not(lum_eq(p13, p7)), not(lum_eq(p13, p8))); + bvec4 r45_3 = _and_(not(lum_eq(p17, p11)), not(lum_eq(p17, p16))); + bvec4 r45_4_1 = _and_(not(lum_eq(p13, p14)), not(lum_eq(p13, p19))); + bvec4 r45_4_2 = _and_(not(lum_eq(p17, p22)), not(lum_eq(p17, p23))); + bvec4 r45_4 = _and_(lum_eq(p12, p18), _or_(r45_4_1, r45_4_2)); + bvec4 r45_5 = _or_(lum_eq(p12, p16), lum_eq(p12, p8)); + bvec4 r45 = _and_(r45_1, _or_(_or_(_or_(r45_2, r45_3), r45_4), r45_5)); + bvec4 r30 = _and_(notEqual(p12, p16), notEqual(p11, p16)); + bvec4 r60 = _and_(notEqual(p12, p8), notEqual(p7, p8)); + + // Combine rules with edge weights + bvec4 edr45 = _and_(lessThan(e45, econt), r45); + bvec4 edrrn = lessThanEqual(e45, econt); + bvec4 edr30 = _and_(lessThanEqual(coef * e30, e60), r30); + bvec4 edr60 = _and_(lessThanEqual(coef * e60, e30), r60); + + // Finalize interpolation rules and cast to float (0.0 for false, 1.0 for true) + vec4 final45 = vec4(_and_(_and_(not(edr30), not(edr60)), edr45)); + vec4 final30 = vec4(_and_(_and_(edr45, not(edr60)), edr30)); + vec4 final60 = vec4(_and_(_and_(edr45, not(edr30)), edr60)); + vec4 final36 = vec4(_and_(_and_(edr60, edr30), edr45)); + vec4 finalrn = vec4(_and_(not(edr45), edrrn)); + + // Determine the color to mix with for each corner + vec4 px = step(lum_df(p12, p17), lum_df(p12, p13)); + + // Determine the mix amounts by combining the final rule result and corresponding + // mix amount for the rule in each corner + vec4 mac = final36 * max(ma30, ma60) + final30 * ma30 + final60 * ma60 + final45 * ma45 + finalrn * marn; + +/* +Calculate the resulting color by traversing clockwise and counter-clockwise around +the corners of the texel + +Finally choose the result that has the largest difference from the texel's original +color +*/ + vec3 res1 = P12; + res1 = mix(res1, mix(P13, P17, px.x), mac.x); + res1 = mix(res1, mix(P7, P13, px.y), mac.y); + res1 = mix(res1, mix(P11, P7, px.z), mac.z); + res1 = mix(res1, mix(P17, P11, px.w), mac.w); + + vec3 res2 = P12; + res2 = mix(res2, mix(P17, P11, px.w), mac.w); + res2 = mix(res2, mix(P11, P7, px.z), mac.z); + res2 = mix(res2, mix(P7, P13, px.y), mac.y); + res2 = mix(res2, mix(P13, P17, px.x), mac.x); + + vec4 Sharp = vec4(mix(res1, res2, step(c_df(P12, res1), c_df(P12, res2))), 1.0); + + +// single-pass gaussian blur from mrharicot https://www.shadertoy.com/view/XdfGDH + //declare stuff + const int mSize = 7; + int kSize = (mSize-1)/2; + float kernel[mSize]; + vec3 final_colour = vec3(0.0); + + //create the 1-D kernel + float sigma = 7.0; + float Z = 0.0; + for (int j = 0; j <= kSize; ++j) + { + kernel[kSize+j] = kernel[kSize-j] = normpdf(float(j), sigma); + } + + //get the normalization factor (as the gaussian has been clamped) + for (int j = 0; j < mSize; ++j) + { + Z += kernel[j]; + } + + //read out the texels + for (int i=-kSize; i <= kSize; ++i) + { + for (int j=-kSize; j <= kSize; ++j) + { + final_colour += kernel[kSize+j]*kernel[kSize+i]*texture(Source, ((tc.xy * params.OutputSize.xy).xy+vec2(float(i),float(j))) / params.OutputSize.xy).rgb; + + } + } + + vec4 Smooth = vec4(final_colour/(Z*Z), 1.0); + + float test = IsEdge(Source, tc); + vec4 hybrid = mix(Smooth, Sharp, test); + FragColor = hybrid; +} \ No newline at end of file