update still-nonfunctional-but-closer xbr-mlv4-multipass

This commit is contained in:
hunterk 2017-07-05 15:36:44 -05:00
parent e80de6e8fb
commit 9d1b705f57
4 changed files with 362 additions and 244 deletions

View file

@ -1,18 +1,5 @@
#version 450
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;
/*
Hyllian's xBR MultiLevel4 Shader - Pass1
@ -39,6 +26,19 @@ layout(std140, set = 0, binding = 0) uniform UBO
*/
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 round(X) floor((X)+0.5)
#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*t1).rgb
@ -49,14 +49,13 @@ const vec4 eq_thresholdold = vec4(15.0, 15.0, 15.0, 15.0);
const vec4 eq_threshold = vec4( 2.0, 2.0, 2.0, 2.0);
const vec4 eq_threshold3 = vec4(25.0, 25.0, 25.0, 25.0);
const vec3 Yuv_weight = vec3(4.0, 1.0, 2.0);
const mat3x3 yuv = mat3x3(0.299, 0.587, 0.114,
-0.169, -0.331, 0.499,
0.499, -0.418, -0.0813);
const mat3x3 yuvT = mat3x3(0.299, -0.169, 0.499,
0.587, -0.331, -0.418,
0.114, 0.499, -0.0813);
const mat3x3 yuv_weighted = mat3x3(Yuv_weight.x * yuv[0], Yuv_weight.y * yuv[1], Yuv_weight.z * yuv[2]);
const vec4 maximo = vec4(255.0f, 255.0f, 255.0f, 255.0f);
const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const mat3 yuvT = mat3(0.299, -0.169, 0.499, 0.587, -0.331, -0.418, 0.114, 0.499, -0.0813);
const vec3 yuv_weighted0 = vec3( 1.196, 2.348, 0.228);//precalculate Yuv_weight.x * yuv[0];
const vec3 yuv_weighted1 = vec3(-0.169, -0.331, 0.499);//precalculate Yuv_weight.y * yuv[1];
const vec3 yuv_weighted2 = vec3( 0.898, -0.836, -0.163);//precalculate Yuv_weight.z * yuv[2];
const vec4 maximo = vec4(255.0, 255.0, 255.0, 255.0);
vec4 df(vec4 A, vec4 B)
{
@ -73,6 +72,7 @@ bvec4 id(vec4 A, vec4 B, vec4 C, vec4 D)
return greaterThan(df(C,D) , df(A,B));
}
vec4 remapTo01(vec4 v, vec4 high)
{
return (v/high);
@ -93,6 +93,16 @@ vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, v
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
bvec4 and(bvec4 A, bvec4 B)
{
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}
bvec4 or(bvec4 A, bvec4 B)
{
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
@ -102,7 +112,7 @@ layout(location = 1) out vec2 t1;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vTexCoord = TexCoord * 1.0004;
// A3 B3 C3
// A1 B1 C1
@ -190,36 +200,69 @@ void main()
vec4 b3 = h7.zwxy;
vec4 d2 = h7.wxyz;
interp_restriction_lv1 = (notEqual(e,f ) == bvec4(true) && notEqual(e,h) == bvec4(true)) ? bvec4(true) : bvec4(false);
interp_restriction_lv2_left = (notEqual(e,g ) == bvec4(true) && notEqual(d,g) == bvec4(true) && (eq(e, d) == bvec4(true) || eq(h, g) == bvec4(true))) ? bvec4(true) : bvec4(false);
interp_restriction_lv2_up = (notEqual(e,c ) == bvec4(true) && notEqual(b,c) == bvec4(true) && (eq(e, b) == bvec4(true) || eq(f, c) == bvec4(true))) ? bvec4(true) : bvec4(false);
interp_restriction_lv3_left = (notEqual(e,g0) == bvec4(true) && notEqual(d0,g0) == bvec4(true) && (eq(d,d0) == bvec4(true) || eq(g,g0) == bvec4(true))) ? bvec4(true) : bvec4(false);
interp_restriction_lv3_up = (notEqual(e,c1) == bvec4(true) && notEqual(b1,c1) == bvec4(true) && (eq(b,b1) == bvec4(true) || eq(c,c1) == bvec4(true))) ? bvec4(true) : bvec4(false);
interp_restriction_lv4_left = (notEqual(e,g2) == bvec4(true) && notEqual(d2,g2) == bvec4(true) && (eq(d0,d2) == bvec4(true) || eq(g0,g2) == bvec4(true))) ? bvec4(true) : bvec4(false);
interp_restriction_lv4_up = (notEqual(e,c3) == bvec4(true) && notEqual(b3,c3) == bvec4(true) && (eq(b1,b3) == bvec4(true) || eq(c1,c3) == bvec4(true))) ? bvec4(true) : bvec4(false);
interp_restriction_lv1 = and(notEqual(e,f) , notEqual(e,h));
interp_restriction_lv2_left = or(and(and(notEqual(e,g) , notEqual(d,g)) , eq(e, d)) , eq(h, g));
interp_restriction_lv2_up = or(and(and(notEqual(e,c) , notEqual(b,c)) , eq(e, b)) , eq(f, c));
interp_restriction_lv3_left = or(and(and(notEqual(e,g0) , notEqual(d0,g0)) , eq(d,d0)) , eq(g,g0));
interp_restriction_lv3_up = or(and(and(notEqual(e,c1) , notEqual(b1,c1)) , eq(b,b1)) , eq(c,c1));
interp_restriction_lv4_left = or(and(and(notEqual(e,g2) , notEqual(d2,g2)) , eq(d0,d2)) , eq(g0,g2));
interp_restriction_lv4_up = or(and(and(notEqual(e,c3) , notEqual(b3,c3)) , eq(b1,b3)) , eq(c1,c3));
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
edr0 = (lessThanEqual(wd1 , wd2) == bvec4(true) && interp_restriction_lv1 == bvec4(true)) ? bvec4(true) : bvec4(false);
edr = (lessThan(wd1 , wd2) == bvec4(true) && interp_restriction_lv1 == bvec4(true) && ( eq(f,b) == bvec4(false) && id(f,c,f,b) == bvec4(false) || eq(h,d) == bvec4(false) && id(h,g,h,d) == bvec4(false) || eq(e,g) == bvec4(true) || eq(e,c) == bvec4(true))) ? bvec4(true) : bvec4(false);
edr_left = (lessThanEqual((cf2*df(f,g)) , df(h,c)) == bvec4(true) && interp_restriction_lv2_left == bvec4(true) && edr == bvec4(true)) ? bvec4(true) : bvec4(false);
edr_up = (greaterThanEqual(df(f,g) , (cf2*df(h,c))) == bvec4(true) && interp_restriction_lv2_up == bvec4(true) && edr == bvec4(true)) ? bvec4(true) : bvec4(false);
edr3_left = (lessThanEqual((cf3*df(f,g0)) , df(h,c1)) == bvec4(true) && interp_restriction_lv3_left == bvec4(true) && edr_left == bvec4(true)) ? bvec4(true) : bvec4(false);
edr3_up = (greaterThanEqual(df(f,g0) , (cf3*df(h,c1))) == bvec4(true) && interp_restriction_lv3_up == bvec4(true) && edr_up == bvec4(true)) ? bvec4(true) : bvec4(false);
edr4_left = (lessThanEqual((cf4*df(f,g2)) , df(h,c3)) == bvec4(true) && interp_restriction_lv4_left == bvec4(true) && edr3_left == bvec4(true)) ? bvec4(true) : bvec4(false);
edr4_up = (greaterThanEqual(df(f,g2) , (cf4*df(h,c3))) == bvec4(true) && interp_restriction_lv4_up == bvec4(true) && edr3_up == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 comp1 = and(not(eq(h,d)) , not(id(h,g,h,d)));
bvec4 comp2 = and(not(eq(f,b)) , not(id(f,c,f,b)));
vec4 info;
info = (edr0 == bvec4(true)) ? vec4(1.0) : vec4(0.0);
info = (edr == bvec4(true)) ? vec4(2.0) : info;
info = (edr_up == bvec4(true) && edr_left == bvec4(false)) ? vec4(3.0) : info;
info = (edr_left == bvec4(true) && edr_up == bvec4(false)) ? vec4(4.0) : info;
info = (edr3_up == bvec4(true) && edr3_left == bvec4(false)) ? vec4(5.0) : info;
info = (edr3_left == bvec4(true) && edr3_up == bvec4(false)) ? vec4(6.0) : info;
info = (edr4_up == bvec4(true) && edr4_left == bvec4(false)) ? vec4(7.0) : info;
info = (edr4_left == bvec4(true) && edr4_up == bvec4(false)) ? vec4(8.0) : info;
// info = (edr4_left == bvec4(true) && edr4_up == bvec4(false)) ? vec4(8.0) : ((edr4_up == bvec4(true) && edr4_left == bvec4(false)) ? vec4(7.0) : ((edr3_left == bvec4(true) && edr3_up == bvec4(false)) ? vec4(6.0) : ((edr3_up == bvec4(true) && edr3_left == bvec4(false)) ? vec4(5.0) : ((edr_left == bvec4(true) && edr_up == bvec4(false)) ? vec4(4.0) : ((edr_up == bvec4(true) && edr_left == bvec4(false)) ? vec4(3.0) : (edr == bvec4(true) ? vec4(2.0) : (edr0 == bvec4(true) ? vec4(1.0) : vec4(0.0))))))));
edr0 = and(lessThanEqual(wd1 , wd2) , interp_restriction_lv1);
edr = and(lessThan(wd1 , wd2) , and(interp_restriction_lv1 , ( or(comp2 , or(comp1 , or(eq(e,g) , eq(e,c)))) ) ));
edr_left = and(lessThanEqual((cf2*df(f,g)) , df(h,c)) , and(interp_restriction_lv2_left , edr));
edr_up = and(greaterThanEqual(df(f,g) , (cf2*df(h,c))) , and(interp_restriction_lv2_up , edr));
edr3_left = and(lessThanEqual((cf3*df(f,g0)) , df(h,c1)) , and(interp_restriction_lv3_left , edr_left));
edr3_up = and(greaterThanEqual(df(f,g0) , (cf3*df(h,c1))) , and(interp_restriction_lv3_up , edr_up));
edr4_left = and(lessThanEqual((cf4*df(f,g2)) , df(h,c3)) , and(interp_restriction_lv4_left , edr3_left));
edr4_up = and(greaterThanEqual(df(f,g2) , (cf4*df(h,c3))) , and(interp_restriction_lv4_up , edr3_up));
vec4 info; //groan, gotta separate these into their components???
info.x = (edr0.x == true) ? 1.0 : 0.0;
info.y = (edr0.y == true) ? 1.0 : 0.0;
info.z = (edr0.z == true) ? 1.0 : 0.0;
info.w = (edr0.w == true) ? 1.0 : 0.0;
info.x = (edr.x == true) ? 2.0 : info.x;
info.y = (edr.y == true) ? 2.0 : info.y;
info.z = (edr.z == true) ? 2.0 : info.z;
info.w = (edr.w == true) ? 2.0 : info.w;
info.x = and(edr_up , not(edr_left)).x == true ? 3.0 : info.x;
info.y = and(edr_up , not(edr_left)).y == true ? 3.0 : info.y;
info.z = and(edr_up , not(edr_left)).z == true ? 3.0 : info.z;
info.w = and(edr_up , not(edr_left)).w == true ? 3.0 : info.w;
info.x = and(edr_left , not(edr_up)).x == true ? 4.0 : info.x;
info.y = and(edr_left , not(edr_up)).y == true ? 4.0 : info.y;
info.z = and(edr_left , not(edr_up)).z == true ? 4.0 : info.z;
info.w = and(edr_left , not(edr_up)).w == true ? 4.0 : info.w;
info.x = and(edr3_up , not(edr3_left)).x == true ? 5.0 : info.x;
info.y = and(edr3_up , not(edr3_left)).y == true ? 5.0 : info.y;
info.z = and(edr3_up , not(edr3_left)).z == true ? 5.0 : info.z;
info.w = and(edr3_up , not(edr3_left)).w == true ? 5.0 : info.w;
info.x = and(edr3_left , not(edr3_up)).x == true ? 6.0 : info.x;
info.y = and(edr3_left , not(edr3_up)).y == true ? 6.0 : info.y;
info.z = and(edr3_left , not(edr3_up)).z == true ? 6.0 : info.z;
info.w = and(edr3_left , not(edr3_up)).w == true ? 6.0 : info.w;
info.x = and(edr4_up , not(edr4_left)).x == true ? 7.0 : info.x;
info.y = and(edr4_up , not(edr4_left)).y == true ? 7.0 : info.y;
info.z = and(edr4_up , not(edr4_left)).z == true ? 7.0 : info.z;
info.w = and(edr4_up , not(edr4_left)).w == true ? 7.0 : info.w;
info.x = and(edr4_left , not(edr4_up)).x == true ? 8.0 : info.x;
info.y = and(edr4_left , not(edr4_up)).y == true ? 8.0 : info.y;
info.z = and(edr4_left , not(edr4_up)).z == true ? 8.0 : info.z;
info.w = and(edr4_left , not(edr4_up)).w == true ? 8.0 : info.w;
FragColor = vec4(remapTo01(info, maximo));
}

View file

@ -1,18 +1,5 @@
#version 450
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;
/*
Hyllian's xBR MultiLevel4 Shader - Pass2
@ -39,7 +26,22 @@ layout(std140, set = 0, binding = 0) uniform UBO
*/
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 round(X) floor((X)+0.5)
#define mul(a,b) (b*a)
#define saturate(c) clamp(c, 0.0, 1.0)
const float cf2 = 2.0;
const float cf3 = 4.0;
@ -50,9 +52,13 @@ const vec4 eq_threshold3 = vec4(25.0, 25.0, 25.0, 25.0);
const float y_weight = 48.0;
const float u_weight = 7.0;
const float v_weight = 6.0;
const mat3x3 yuv = mat3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const mat3x3 yuv_weighted = mat3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
const vec4 maximo = vec4(255.0f, 255.0f, 255.0f, 255.0f);
const vec3 yuv0 = vec3(0.299, 0.587, 0.114);
const vec3 yuv1 = vec3(-0.169, -0.331, 0.499);
const vec3 yuv2 = vec3(0.499, -0.418, -0.0813);
const vec3 yuv_weighted0 = vec3(14.352, 28.176, 5.472);//precalculate y_weight * yuv[0];
const vec3 yuv_weighted1 = vec3(-1.183, -2.317, 3.493);//precalculate u_weight * yuv[1];
const vec3 yuv_weighted2 = vec3(2.994, -2.508, -0.488);//precalculate v_weight * yuv[2];
const vec4 maximo = vec4(255.0, 255.0, 255.0, 255.0);
vec4 df(vec4 A, vec4 B)
@ -100,6 +106,16 @@ vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, v
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
bvec4 and(bvec4 A, bvec4 B)
{
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}
bvec4 or(bvec4 A, bvec4 B)
{
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
@ -115,7 +131,7 @@ layout(location = 7) out vec4 t7;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vTexCoord = TexCoord * 1.0004;
float dx = params.SourceSize.z;
float dy = params.SourceSize.w;
@ -126,13 +142,13 @@ void main()
// 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
@ -190,18 +206,18 @@ void main()
vec3 F4 = texture(Original, t7.xz).rgb;
vec3 I4 = texture(Original, t7.xw).rgb;
vec4 b = yuv_weighted[0] * mat4x3(B, D, H, F);
vec4 c = yuv_weighted[0] * mat4x3(C, A, G, I);
vec4 e = yuv_weighted[0] * mat4x3(E, E, E, E);
vec4 b = mul( mat4x3(B, D, H, F), yuv_weighted0 );
vec4 c = mul( mat4x3(C, A, G, I), yuv_weighted0 );
vec4 e = mul( mat4x3(E, E, E, E), yuv_weighted0 );
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = yuv_weighted[0] * mat4x3(I4, C1, A0, G5);
vec4 i5 = yuv_weighted[0] * mat4x3(I5, C4, A1, G0);
vec4 h5 = yuv_weighted[0] * mat4x3(H5, F4, B1, D0);
vec4 i4 = mul( mat4x3(I4, C1, A0, G5), yuv_weighted0 );
vec4 i5 = mul( mat4x3(I5, C4, A1, G0), yuv_weighted0 );
vec4 h5 = mul( mat4x3(H5, F4, B1, D0), yuv_weighted0 );
vec4 f4 = h5.yzwx;
vec4 pe = remapFrom01(PE, maximo);
@ -215,21 +231,65 @@ void main()
vec4 f1 = vec4(pf.y, pb.z, pd.w, ph.x);
vec4 h3 = vec4(ph.w, pf.x, pb.y, pd.z);
bvec4 nbrs = (greaterThan(pe.yzwx, vec4(1.0)) == bvec4(true) || greaterThan(pe.wxyz, vec4(1.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag1 = (greaterThan(f2, vec4(1.0)) == bvec4(true) || greaterThan(h2, vec4(1.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag2 = (greaterThan(f2, vec4(2.0)) == bvec4(true) || greaterThan(h2, vec4(2.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag3 = (greaterThan(f2, vec4(4.0)) == bvec4(true) || greaterThan(h2, vec4(4.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 nbrs;
nbrs.x = (pe.y > 1.0) || (pe.w > 1.0) ? true : false;
nbrs.y = (pe.z > 1.0) || (pe.x > 1.0) ? true : false;
nbrs.z = (pe.w > 1.0) || (pe.y > 1.0) ? true : false;
nbrs.w = (pe.x > 1.0) || (pe.z > 1.0) ? true : false;
pe = (pe == vec4(7.0) || pe == vec4(8.0)) ? ((jag3 == bvec4(true)) ? pe : (pe - float(2.0))) : pe;
pe = (pe == vec4(5.0) || pe == vec4(6.0)) ? ((jag2 == bvec4(true)) ? pe : (pe - float(2.0))) : pe;
bvec4 jag1;
jag1.x = (f2.x > 1.0) || (h2.x > 1.0) ? true : false;
jag1.y = (f2.y > 1.0) || (h2.y > 1.0) ? true : false;
jag1.z = (f2.z > 1.0) || (h2.z > 1.0) ? true : false;
jag1.w = (f2.w > 1.0) || (h2.w > 1.0) ? true : false;
bvec4 jag91 = ((id(h,i,e,h) == bvec4(true) || id(i4,i,f4,i4) == bvec4(true)) && greaterThan(f2 , vec4(1.0)) == bvec4(true) && greaterThan(f1 , vec4(1.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag92 = ((id(f,i,e,f) == bvec4(true) || id(i5,i,h5,i5) == bvec4(true)) && greaterThan(h2 , vec4(1.0)) == bvec4(true) && greaterThan(h3 , vec4(1.0)) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag93 = ( rd(h,g,e,g) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag94 = ( rd(f,c,e,c) == bvec4(true)) ? bvec4(true) : bvec4(false);
bvec4 jag9 = ((jag91 == bvec4(true) && jag93 == bvec4(true) || jag92 == bvec4(true) && jag94 == bvec4(true)) == false) ? bvec4(true) : bvec4(false);
bvec4 jag2;
jag2.x = (f2.x > 2.0) || (h2.x > 2.0) ? true : false;
jag2.x = (f2.y > 2.0) || (h2.y > 2.0) ? true : false;
jag2.x = (f2.z > 2.0) || (h2.z > 2.0) ? true : false;
jag2.x = (f2.w > 2.0) || (h2.w > 2.0) ? true : false;
pe = ((pe == vec4(0.0)) || (nbrs == bvec4(false) || jag1 == bvec4(true)) && jag9 == bvec4(true)) ? pe : vec4(1.0);
bvec4 jag3;
jag3.x = (f2.x > 4.0) || (h2.x > 4.0) ? true : false;
jag3.y = (f2.y > 4.0) || (h2.y > 4.0) ? true : false;
jag3.z = (f2.z > 4.0) || (h2.z > 4.0) ? true : false;
jag3.w = (f2.w > 4.0) || (h2.w > 4.0) ? true : false;
pe.x = (pe.x == 7.0 || pe.x == 8.0) ? ((jag3.x) ? pe.x : (pe.x - 2.0)) : pe.x;
pe.y = (pe.y == 7.0 || pe.y == 8.0) ? ((jag3.y) ? pe.y : (pe.y - 2.0)) : pe.y;
pe.z = (pe.z == 7.0 || pe.z == 8.0) ? ((jag3.z) ? pe.z : (pe.z - 2.0)) : pe.z;
pe.w = (pe.w == 7.0 || pe.w == 8.0) ? ((jag3.w) ? pe.w : (pe.w - 2.0)) : pe.w;
pe.x = (pe.x == 5.0 || pe.x == 6.0) ? ((jag2.x) ? pe.x : (pe.x - 2.0)) : pe.x;
pe.y = (pe.y == 5.0 || pe.y == 6.0) ? ((jag2.y) ? pe.y : (pe.y - 2.0)) : pe.y;
pe.z = (pe.z == 5.0 || pe.z == 6.0) ? ((jag2.z) ? pe.z : (pe.z - 2.0)) : pe.z;
pe.w = (pe.w == 5.0 || pe.w == 6.0) ? ((jag2.w) ? pe.w : (pe.w - 2.0)) : pe.w;
bvec4 jag91;
jag91.x = ((id(h,i,e,h).x || id(i4,i,f4,i4).x) && (f2.x > 1.0) && (f1.x > 1.0));
jag91.y = ((id(h,i,e,h).y || id(i4,i,f4,i4).y) && (f2.y > 1.0) && (f1.y > 1.0));
jag91.z = ((id(h,i,e,h).z || id(i4,i,f4,i4).z) && (f2.z > 1.0) && (f1.z > 1.0));
jag91.w = ((id(h,i,e,h).w || id(i4,i,f4,i4).w) && (f2.w > 1.0) && (f1.w > 1.0));
bvec4 jag92;
jag92.x = ((id(f,i,e,f).x || id(i5,i,h5,i5).x) && (h2.x > 1.0) && (h3.x > 1.0));
jag92.y = ((id(f,i,e,f).y || id(i5,i,h5,i5).y) && (h2.y > 1.0) && (h3.y > 1.0));
jag92.z = ((id(f,i,e,f).z || id(i5,i,h5,i5).z) && (h2.z > 1.0) && (h3.z > 1.0));
jag92.w = ((id(f,i,e,f).w || id(i5,i,h5,i5).w) && (h2.w > 1.0) && (h3.w > 1.0));
bvec4 jag93 = ( rd(h,g,e,g));
bvec4 jag94 = ( rd(f,c,e,c));
bvec4 jag9;
jag9.x = (!(jag91.x && jag93.x || jag92.x && jag94.x));
jag9.y = (!(jag91.y && jag93.y || jag92.y && jag94.y));
jag9.z = (!(jag91.z && jag93.z || jag92.z && jag94.z));
jag9.w = (!(jag91.w && jag93.w || jag92.w && jag94.w));
pe.x = ((pe.x == 0.0) || (!nbrs.x || jag1.x) && jag9.x) ? pe.x : 1.0;
pe.y = ((pe.y == 0.0) || (!nbrs.y || jag1.y) && jag9.y) ? pe.y : 1.0;
pe.z = ((pe.z == 0.0) || (!nbrs.z || jag1.z) && jag9.z) ? pe.z : 1.0;
pe.w = ((pe.w == 0.0) || (!nbrs.w || jag1.w) && jag9.w) ? pe.w : 1.0;
FragColor = vec4(remapTo01(pe, maximo));
}

View file

@ -1,18 +1,5 @@
#version 450
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;
/*
Hyllian's xBR MultiLevel4 Shader - Pass3
@ -39,7 +26,22 @@ layout(std140, set = 0, binding = 0) uniform UBO
*/
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 round(X) floor((X)+0.5)
#define saturate(c) clamp(c, 0.0, 1.0)
#define mul(a,b) (b*a)
const float coef = 2.0;
const float cf = 4.0;
@ -47,34 +49,36 @@ const float eq_threshold = 15.0;
const float y_weight = 48.0;
const float u_weight = 7.0;
const float v_weight = 6.0;
const mat3x3 yuv = mat3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const mat3x3 yuv_weighted = mat3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
const vec4 maximo = vec4(255.0f, 255.0f, 255.0f, 255.0f);
const vec4 low = vec4(-64.0f, -64.0f, -64.0f, -64.0f);
const vec4 high = vec4( 64.0f, 64.0f, 64.0f, 64.0f);
const vec3 yuv0 = vec3(0.299, 0.587, 0.114);
const vec3 yuv1 = vec3(-0.169, -0.331, 0.499);
const vec3 yuv2 = vec3(0.499, -0.418, -0.0813);
const vec3 yuv_weighted0 = vec3(14.352, 28.176, 5.472);//precalculate y_weight * yuv[0];
const vec3 yuv_weighted1 = vec3(-1.183, -2.317, 3.493);//precalculate u_weight * yuv[1];
const vec3 yuv_weighted2 = vec3(2.994, -2.508, -0.488);//precalculate v_weight * yuv[2];
const vec4 maximo = vec4(255.0, 255.0, 255.0, 255.0);
const vec4 low = vec4(-64.0, -64.0, -64.0, -64.0);
const vec4 high = vec4( 64.0, 64.0, 64.0, 64.0);
const mat2x4 sym_vectors = mat2x4(1, 1, -1, -1, 1, -1, -1, 1);
const mat2x4 sym_vectors = mat2x4(1., 1., -1., -1., 1., -1., -1., 1.);
// Bx, Ay, C
const vec3 lines[13] = {
vec3( 4.0, 4.0, 4.0), // 0 NL
vec3( 4.0, 4.0, 3.0), // 1 LV0
vec3( 4.0, 4.0, 2.0), // 2 LV1
vec3( 8.0, 4.0, 2.0), // 3 LV2u
vec3( 4.0, 8.0, 2.0), // 4 LV2l
vec3(12.0, 4.0, 2.0), // 5 LV3u
vec3( 4.0, 12.0, 2.0), // 6 LV3l
vec3(16.0, 4.0, 2.0), // 7 LV4u
vec3( 4.0, 16.0, 2.0), // 8 LV4l
vec3(12.0, 4.0, 6.0), // 9 LV3u
vec3( 4.0, 12.0, 6.0), // 10 LV3l
vec3(16.0, 4.0, 6.0), // 11 LV4u
vec3( 4.0, 16.0, 6.0), // 12 LV4l
};
const vec3 lines0 = vec3( 4.0, 4.0, 4.0); // 0 NL
const vec3 lines1 = vec3( 4.0, 4.0, 3.0); // 1 LV0
const vec3 lines2 = vec3( 4.0, 4.0, 2.0); // 2 LV1
const vec3 lines3 = vec3( 8.0, 4.0, 2.0); // 3 LV2u
const vec3 lines4 = vec3( 4.0, 8.0, 2.0); // 4 LV2l
const vec3 lines5 = vec3(12.0, 4.0, 2.0); // 5 LV3u
const vec3 lines6 = vec3( 4.0, 12.0, 2.0); // 6 LV3l
const vec3 lines7 = vec3(16.0, 4.0, 2.0); // 7 LV4u
const vec3 lines8 = vec3( 4.0, 16.0, 2.0); // 8 LV4l
const vec3 lines9 = vec3(12.0, 4.0, 6.0); // 9 LV3u
const vec3 lines10 = vec3( 4.0, 12.0, 6.0); // 10 LV3l
const vec3 lines11 = vec3(16.0, 4.0, 6.0); // 11 LV4u
const vec3 lines12 = vec3( 4.0, 16.0, 6.0); // 12 LV4l
vec4 remapTo01(vec4 v, vec4 low, vec4 high)
{
return clamp((v - low)/(high-low), 0.0, 1.0);
return saturate((v - low)/(high-low));
}
float remapFrom01(float v, float high)
@ -82,7 +86,6 @@ float remapFrom01(float v, float high)
return round(high*v);
}
float df(float A, float B)
{
return abs(A-B);
@ -98,6 +101,11 @@ float weighted_distance(float a, float b, float c, float d, float e, float f, fl
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
float bool_to_float(bool A)
{
return A ? 1.0 : 0.0;
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
@ -107,7 +115,7 @@ layout(location = 1) out vec4 t1;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vTexCoord = TexCoord * 1.0004;
float dx = params.OriginalSize.z;
float dy = params.OriginalSize.w;
@ -119,7 +127,7 @@ void main()
// G5 H5 I5
// G7 H7 I7
t1 = vec4(dx, 0, 0, dy); // F H
t1 = vec4(dx, 0., 0., dy); // F H
}
#pragma stage fragment
@ -136,8 +144,8 @@ void main()
vec2 pos = fract(vTexCoord.xy * params.OriginalSize.xy) - vec2(0.4999, 0.4999); // pos = pixel position
vec2 dir = sign(pos); // dir = pixel direction
vec2 g1 = dir * ( clamp(-dir.y*dir.x, 0.0, 1.0) * t1.zw + clamp( dir.y*dir.x, 0.0, 1.0) * t1.xy);
vec2 g2 = dir * ( clamp( dir.y*dir.x, 0.0, 1.0) * t1.zw + clamp(-dir.y*dir.x, 0.0, 1.0) * t1.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 E = texture(Original, vTexCoord ).rgb;
vec3 F = texture(Original, vTexCoord + g1).rgb;
@ -146,59 +154,66 @@ void main()
vec3 F4 = texture(Original, vTexCoord + 2.0 * g1).rgb;
vec3 H5 = texture(Original, vTexCoord + 2.0 * g2).rgb;
float e = dot(E, yuv_weighted[0]);
float f = dot(F, yuv_weighted[0]);
float h = dot(H, yuv_weighted[0]);
float i = dot(I, yuv_weighted[0]);
float f4 = dot(F4, yuv_weighted[0]);
float h5 = dot(H5, yuv_weighted[0]);
float e = dot(E, yuv_weighted0);
float f = dot(F, yuv_weighted0);
float h = dot(H, yuv_weighted0);
float i = dot(I, yuv_weighted0);
float f4 = dot(F4, yuv_weighted0);
float h5 = dot(H5, yuv_weighted0);
vec4 icomp = round(clamp(sym_vectors * dir, 0.0, 1.0)); // choose info component
vec4 icomp = round(saturate(mul(dir, sym_vectors))); // choose info component
float infoE = remapFrom01(dot(texture(Source, vTexCoord ), icomp), 255.0f); // retrieve 1st pass info
float infoF = remapFrom01(dot(texture(Source, vTexCoord+g1), icomp), 255.0f); // 1st pass info from neighbor r
float infoH = remapFrom01(dot(texture(Source, vTexCoord+g2), icomp), 255.0f); // 1st pass info from neighbor d
float infoE = remapFrom01(dot(texture(Source, vTexCoord ), icomp), 255.0); // retrieve 1st pass info
float infoF = remapFrom01(dot(texture(Source, vTexCoord+g1), icomp), 255.0); // 1st pass info from neighbor r
float infoH = remapFrom01(dot(texture(Source, vTexCoord+g2), icomp), 255.0); // 1st pass info from neighbor d
vec4 lparam;
vec2 addr;
if (infoF == 8.0)
{
lparam.xyz = lines[12];
px = ((df(f,f4) <= df(f,i)) == true) ? 1.0 : 0.0;
addr.x = 2*px + clamp(1.0-px, 0.0, 1.0);
addr.y = clamp(1.0-px, 0.0, 1.0);
lparam.xyz = lines12;
px = bool_to_float(df(f,f4) <= df(f,i));
addr.x = 2. * px + saturate(1.0 - px);
addr.y = saturate(1.0 - px);
}
else if (infoH == 7.0)
{
lparam.xyz = lines[11];
px = ((df(h,h5) <= df(h,i)) == true) ? 1.0 : 0.0;
addr.x = clamp(1.0-px, 0.0, 1.0);
addr.y = 2*px + clamp(1.0-px, 0.0, 1.0);
lparam.xyz = lines11;
px = bool_to_float(df(h,h5) <= df(h,i));
addr.x = saturate(1.0 - px);
addr.y = 2. * px + saturate(1.0 - px);
}
else if (infoF == 6.0)
{
lparam.xyz = lines[10];
px = ((df(f,f4) <= df(f,i)) == true) ? 1.0 : 0.0;
addr.x = 2*px + clamp(1.0-px, 0.0, 1.0);
addr.y = clamp(1.0-px, 0.0, 1.0);
lparam.xyz = lines10;
px = bool_to_float(df(f,f4) <= df(f,i));
addr.x = 2. * px + saturate(1.0 - px);
addr.y = saturate(1.0 - px);
}
else if (infoH == 5.0)
{
lparam.xyz = lines[9];
px = ((df(h,h5) <= df(h,i)) == true) ? 1.0 : 0.0;
addr.x = clamp(1.0-px, 0.0, 1.0);
addr.y = 2*px + clamp(1.0-px, 0.0, 1.0);
lparam.xyz = lines9;
px = bool_to_float(df(h,h5) <= df(h,i));
addr.x = saturate(1.0 - px);
addr.y = 2. * px + saturate(1.0 - px);
}
else
{
px = ((df(e,f) <= df(e,h)) == true) ? 1.0 : 0.0;
px = bool_to_float(df(e,f) <= df(e,h));
addr.x = px;
addr.y = clamp(1.0-px, 0.0, 1.0);
addr.y = saturate(1.0 - px);
lparam.xyz = (infoE == 8.0) ? lines[8] : ((infoE == 7.0) ? lines[7] : ((infoE == 6.0) ? lines[6] : ((infoE == 5.0) ? lines[5] : ((infoE == 4.0) ? lines[4] : ((infoE == 3.0) ? lines[3] : ((infoE == 2.0) ? lines[2] : ((infoE == 1.0) ? lines[1] : lines[0])))))));
lparam.xyz = ((infoE == 1.0) ? lines1 : lines0);
lparam.xyz = ((infoE == 2.0) ? lines2 : lparam.xyz);
lparam.xyz = ((infoE == 3.0) ? lines3 : lparam.xyz);
lparam.xyz = ((infoE == 4.0) ? lines4 : lparam.xyz);
lparam.xyz = ((infoE == 5.0) ? lines5 : lparam.xyz);
lparam.xyz = ((infoE == 6.0) ? lines6 : lparam.xyz);
lparam.xyz = ((infoE == 7.0) ? lines7 : lparam.xyz);
lparam.xyz = ((infoE == 8.0) ? lines8 : lparam.xyz);
}
/*
bool inv = (dir.x*dir.y) < 0.0 ? true : false;
// Rotate address from relative to absolute.
@ -213,8 +228,8 @@ void main()
addr.y += 2.0;
lparam.w = addr.x * 8.0 + addr.y;
FragColor = vec4(remapTo01(lparam, low, high));
*/
FragColor = vec4(dir.xyxy);//vec4(remapTo01(lparam, low, high));
}
/*

View file

@ -1,18 +1,5 @@
#version 450
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;
/*
Hyllian's xBR MultiLevel4 Shader - Pass4
@ -39,11 +26,26 @@ layout(std140, set = 0, binding = 0) uniform UBO
*/
#define round(X) floor((X)+0.5)
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
const vec3 bin = vec3( 4.0f, 2.0f, 1.0f);
const vec4 low = vec4(-64.0f, -64.0f, -64.0f, -64.0f);
const vec4 high = vec4( 64.0f, 64.0f, 64.0f, 64.0f);
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#define round(X) floor((X)+0.5)
#define mul(a,b) (b*a)
#define saturate(c) clamp(c, 0.0, 1.0)
const vec3 bin = vec3( 4.0, 2.0, 1.0);
const vec4 low = vec4(-64.0, -64.0, -64.0, -64.0);
const vec4 high = vec4( 64.0, 64.0, 64.0, 64.0);
vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
{
@ -56,19 +58,17 @@ float c_df(vec3 c1, vec3 c2)
return df.r + df.g + df.b;
}
vec4 unpack_info(float i)
{
vec4 info;
info.x = round(modf(i/2.0f, i));
info.y = round(modf(i/2.0f, i));
info.z = round(modf(i/2.0f, i));
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;
}
float df(float A, float B)
{
return abs(A-B);
@ -76,15 +76,15 @@ float df(float A, float B)
#define GET_PIXEL(PARAM, PIXEL)\
info = PARAM;\
ay.z = round( modf( info/2.0f, info ) );\
ay.y = round( modf( info/2.0f, info ) );\
ay.x = round( modf( info/2.0f, info ) );\
ax.z = round( modf( info/2.0f, info ) );\
ax.y = round( modf( info/2.0f, info ) );\
ay.z = round( modf( info / 2.0, info ) );\
ay.y = round( modf( info / 2.0, info ) );\
ay.x = round( modf( info / 2.0, info ) );\
ax.z = round( modf( info / 2.0, info ) );\
ax.y = round( modf( info / 2.0, info ) );\
ax.x = round( info );\
iq.x = dot( ax, bin ) - 2.0;\
iq.y = dot( ay, bin ) - 2.0;\
PIXEL = texture( Original, vTexCoord + iq.x * t1.xy + iq.y * t1.zw ).xyz;\
PIXEL = texture( Original, vTexCoord + iq.x * t1.xy + iq.y * t1.zw ).xyz;
#pragma stage vertex
layout(location = 0) in vec4 Position;
@ -96,7 +96,7 @@ layout(location = 2) out float scale_factor;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vTexCoord = TexCoord * 1.0004;
float dx = params.OriginalSize.z;
float dy = params.OriginalSize.w;
@ -107,7 +107,7 @@ void main()
//G2 G0 G H I I4 I6
// G5 H5 I5
// G7 H7 I7
t1 = vec4(dx, 0, 0, dy); // F H
t1 = vec4(dx, 0., 0., dy); // F H
scale_factor = params.OutputSize.x * params.OriginalSize.z;
}
@ -146,7 +146,7 @@ void main()
GET_PIXEL(dlparam.w, PZ);
GET_PIXEL(drparam.w, PW);
vec3 fp1 = vec3( fp, -1 );
vec3 fp1 = vec3( fp, -1. );
vec3 color;
vec4 fx;
@ -154,10 +154,10 @@ void main()
vec4 inc = vec4(abs(ulparam.x / ulparam.y), abs(urparam.x / urparam.y), abs(dlparam.x / dlparam.y), abs(drparam.x / drparam.y));
vec4 level = max(inc, 1.0 / inc);
fx.x = clamp( dot( fp1, ulparam.xyz ) * scale_factor / ( 8 * level.x ) + 0.5 , 0.0, 1.0);
fx.y = clamp( dot( fp1, urparam.xyz ) * scale_factor / ( 8 * level.y ) + 0.5 , 0.0, 1.0);
fx.z = clamp( dot( fp1, dlparam.xyz ) * scale_factor / ( 8 * level.z ) + 0.5 , 0.0, 1.0);
fx.w = clamp( dot( fp1, drparam.xyz ) * scale_factor / ( 8 * level.w ) + 0.5 , 0.0, 1.0);
fx.x = saturate( dot( fp1, ulparam.xyz ) * scale_factor / ( 8. * level.x ) + 0.5 );
fx.y = saturate( dot( fp1, urparam.xyz ) * scale_factor / ( 8. * level.y ) + 0.5 );
fx.z = saturate( dot( fp1, dlparam.xyz ) * scale_factor / ( 8. * level.z ) + 0.5 );
fx.w = saturate( dot( fp1, drparam.xyz ) * scale_factor / ( 8. * level.w ) + 0.5 );
vec3 c1, c2, c3, c4;