From a7e35a114b07587edd0b01e54b2cc991ffe8c021 Mon Sep 17 00:00:00 2001 From: Arzed Five Date: Fri, 2 Dec 2016 20:11:44 +0000 Subject: [PATCH] (xSaL) Update shaders and presets --- ...2 - CRT.slangp => 2xsal-level2-crt.slangp} | 7 +- xsal/2xsal-level2.slangp | 11 -- xsal/4xsal-level2 - DDT.slangp | 13 -- ...2 - CRT.slangp => 4xsal-level2-crt.slangp} | 14 ++- xsal/4xsal-level2-hq.slangp | 15 +++ xsal/4xsal-level2.slangp | 8 +- xsal/shaders/2xsal-level2-hq.slang | 117 ++++++++++++++++++ xsal/shaders/2xsal-level2-pass2.slang | 79 ++++++++++++ xsal/shaders/2xsal-level2.slang | 52 ++++---- xsal/shaders/2xsal.slang | 10 +- 10 files changed, 259 insertions(+), 67 deletions(-) rename xsal/{2xsal-level2 - CRT.slangp => 2xsal-level2-crt.slangp} (66%) delete mode 100644 xsal/2xsal-level2.slangp delete mode 100644 xsal/4xsal-level2 - DDT.slangp rename xsal/{4xsal-level2 - CRT.slangp => 4xsal-level2-crt.slangp} (60%) create mode 100644 xsal/4xsal-level2-hq.slangp create mode 100644 xsal/shaders/2xsal-level2-hq.slang create mode 100644 xsal/shaders/2xsal-level2-pass2.slang diff --git a/xsal/2xsal-level2 - CRT.slangp b/xsal/2xsal-level2-crt.slangp similarity index 66% rename from xsal/2xsal-level2 - CRT.slangp rename to xsal/2xsal-level2-crt.slangp index 42aa5ec..451d422 100644 --- a/xsal/2xsal-level2 - CRT.slangp +++ b/xsal/2xsal-level2-crt.slangp @@ -3,10 +3,13 @@ shaders = 2 shader0 = shaders/2xsal-level2.slang filter_linear0 = false scale_type0 = source -scale_x0 = 2.0 -scale_y0 = 2.0 +scale0 = 2.0 shader1 = ../crt/shaders/dotmask.slang filter_linear1 = true scale_type1 = viewport scale1 = 1.0 + +parameters = "maskDark; maskLight" +maskDark = 0.6 +maskLight = 1.4 diff --git a/xsal/2xsal-level2.slangp b/xsal/2xsal-level2.slangp deleted file mode 100644 index be03efe..0000000 --- a/xsal/2xsal-level2.slangp +++ /dev/null @@ -1,11 +0,0 @@ -shaders = 2 - -shader0 = shaders/2xsal-level2.slang -filter_linear0 = false -scale_type0 = source -scale_x0 = 2.0 -scale_y0 = 2.0 - -shader1 = ../stock.slang -filter_linear1 = true -scale_type_1 = source diff --git a/xsal/4xsal-level2 - DDT.slangp b/xsal/4xsal-level2 - DDT.slangp deleted file mode 100644 index f675b0b..0000000 --- a/xsal/4xsal-level2 - DDT.slangp +++ /dev/null @@ -1,13 +0,0 @@ -shaders = 2 - -shader0 = shaders/2xsal-level2.slang -filter_linear0 = false -scale_type0 = source -scale_x0 = 2.0 -scale_y0 = 2.0 - -shader1 = ../ddt/shaders/ddt-extended.slang -filter_linear1 = false -scale_type1 = viewport -scale1 = 1.0 - diff --git a/xsal/4xsal-level2 - CRT.slangp b/xsal/4xsal-level2-crt.slangp similarity index 60% rename from xsal/4xsal-level2 - CRT.slangp rename to xsal/4xsal-level2-crt.slangp index 16efec5..8bb0df5 100644 --- a/xsal/4xsal-level2 - CRT.slangp +++ b/xsal/4xsal-level2-crt.slangp @@ -3,16 +3,18 @@ shaders = 3 shader0 = shaders/2xsal-level2.slang filter_linear0 = false scale_type0 = source -scale_x0 = 2.0 -scale_y0 = 2.0 +scale0 = 4.0 -shader1 = shaders/2xsal.slang +shader1 = shaders/2xsal-level2-pass2.slang filter_linear1 = false scale_type1 = source -scale_x1 = 2.0 -scale_y1 = 2.0 - +scale1 = 1.0 + shader2 = ../crt/shaders/dotmask.slang filter_linear2 = true scale_type2 = viewport scale2 = 1.0 + +parameters = "maskDark; maskLight" +maskDark = 0.6 +maskLight = 1.4 diff --git a/xsal/4xsal-level2-hq.slangp b/xsal/4xsal-level2-hq.slangp new file mode 100644 index 0000000..4ec9954 --- /dev/null +++ b/xsal/4xsal-level2-hq.slangp @@ -0,0 +1,15 @@ +shaders = 3 + +shader0 = shaders/2xsal-level2-hq.slang +filter_linear0 = false +scale_type0 = source +scale0 = 4.0 + +shader1 = shaders/2xsal-level2-pass2.slang +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 + +shader2 = ../stock.slang +filter_linear2 = true +scale_type2 = source diff --git a/xsal/4xsal-level2.slangp b/xsal/4xsal-level2.slangp index ca8ec5a..ed70601 100644 --- a/xsal/4xsal-level2.slangp +++ b/xsal/4xsal-level2.slangp @@ -3,14 +3,12 @@ shaders = 3 shader0 = shaders/2xsal-level2.slang filter_linear0 = false scale_type0 = source -scale_x0 = 2.0 -scale_y0 = 2.0 +scale0 = 4.0 -shader1 = shaders/2xsal.slang +shader1 = shaders/2xsal-level2-pass2.slang filter_linear1 = false scale_type1 = source -scale_x1 = 2.0 -scale_y1 = 2.0 +scale1 = 1.0 shader2 = ../stock.slang filter_linear2 = true diff --git a/xsal/shaders/2xsal-level2-hq.slang b/xsal/shaders/2xsal-level2-hq.slang new file mode 100644 index 0000000..32072da --- /dev/null +++ b/xsal/shaders/2xsal-level2-hq.slang @@ -0,0 +1,117 @@ +#version 450 +/* + Copyright (C) 2016 guest(r) - guest.r@gmail.com + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +*/ + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +/* Default Vertex shader */ +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 FragCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + + +void main() +{ + //vec2 texsize = IN.texture_size; + float dx = 0.25*params.SourceSize.z; + float dy = 0.25*params.SourceSize.w; + vec3 dt = vec3(1.0, 1.0, 1.0); + + vec4 yx = vec4( dx, dy, -dx, -dy); + vec4 xh = vec4(3*dx, dy, -3*dx, -dy); + vec4 yv = vec4( dx, 3*dy, -dx, -3*dy); + vec4 ox = 2*yx; + + vec3 c11 = texture(Source, vTexCoord ).xyz; + vec3 s00 = texture(Source, vTexCoord + yx.zw).xyz; + vec3 s20 = texture(Source, vTexCoord + yx.xw).xyz; + vec3 s22 = texture(Source, vTexCoord + yx.xy).xyz; + vec3 s02 = texture(Source, vTexCoord + yx.zy).xyz; + vec3 h00 = texture(Source, vTexCoord + xh.zw).xyz; + vec3 h20 = texture(Source, vTexCoord + xh.xw).xyz; + vec3 h22 = texture(Source, vTexCoord + xh.xy).xyz; + vec3 h02 = texture(Source, vTexCoord + xh.zy).xyz; + vec3 v00 = texture(Source, vTexCoord + yv.zw).xyz; + vec3 v20 = texture(Source, vTexCoord + yv.xw).xyz; + vec3 v22 = texture(Source, vTexCoord + yv.xy).xyz; + vec3 v02 = texture(Source, vTexCoord + yv.zy).xyz; + vec3 o00 = texture(Source, vTexCoord + ox.zw).xyz; + vec3 o20 = texture(Source, vTexCoord + ox.xw).xyz; + vec3 o22 = texture(Source, vTexCoord + ox.xy).xyz; + vec3 o02 = texture(Source, vTexCoord + ox.zy).xyz; + + float m1 = 1.0/(dot(abs(s00 - s22), dt) + 0.00001); + float m2 = 1.0/(dot(abs(s02 - s20), dt) + 0.00001); + float h1 = 1.0/(dot(abs(s00 - h22), dt) + 0.00001); + float h2 = 1.0/(dot(abs(s02 - h20), dt) + 0.00001); + float h3 = 1.0/(dot(abs(h00 - s22), dt) + 0.00001); + float h4 = 1.0/(dot(abs(h02 - s20), dt) + 0.00001); + float v1 = 1.0/(dot(abs(s00 - v22), dt) + 0.00001); + float v2 = 1.0/(dot(abs(s02 - v20), dt) + 0.00001); + float v3 = 1.0/(dot(abs(v00 - s22), dt) + 0.00001); + float v4 = 1.0/(dot(abs(v02 - s20), dt) + 0.00001); + + vec3 t1 = 0.5*(m1*(s00 + s22) + m2*(s02 + s20))/(m1 + m2); + vec3 t2 = 0.5*(h1*(s00 + h22) + h2*(s02 + h20) + h3*(h00 + s22) + h4*(h02 + s20))/(h1 + h2 + h3 + h4); + vec3 t3 = 0.5*(v1*(s00 + v22) + v2*(s02 + v20) + v3*(v00 + s22) + v4*(v02 + s20))/(v1 + v2 + v3 + v4); + + float k00 = dot(abs(o00 - c11), dt) + 0.00001; + float k20 = dot(abs(o20 - c11), dt) + 0.00001; + float k22 = dot(abs(o22 - c11), dt) + 0.00001; + float k02 = dot(abs(o02 - c11), dt) + 0.00001; + + float kr1 = min(dot(abs(s00 - s22), dt), dot(abs(o00 - o22), dt)); + float kr2 = min(dot(abs(s02 - s20), dt), dot(abs(o20 - o02), dt)); + + float w1 = (k22 < k00) ? 0.0 : kr2; + float w2 = (k02 < k20) ? 0.0 : kr1; + float w3 = (k00 < k22) ? 0.0 : kr2; + float w4 = (k20 < k02) ? 0.0 : kr1; + + c11 = (w1*o00 + w2*o20 + w3*o22 + w4*o02 + 0.001*c11)/(w1 + w2 + w3 + w4 + 0.001); + + float k1 = 1.0/(dot(abs(t1 - c11), dt) + 0.00001); + float k2 = 1.0/(dot(abs(t2 - c11), dt) + 0.00001); + float k3 = 1.0/(dot(abs(t3 - c11), dt) + 0.00001); + + + FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1 + k2 + k3), 1.0); +} diff --git a/xsal/shaders/2xsal-level2-pass2.slang b/xsal/shaders/2xsal-level2-pass2.slang new file mode 100644 index 0000000..635f766 --- /dev/null +++ b/xsal/shaders/2xsal-level2-pass2.slang @@ -0,0 +1,79 @@ +#version 450 + +/* + Copyright (C) 2016 guest(r) - guest.r@gmail.com + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +*/ + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +/* Default Vertex shader */ +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 FragCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +struct deltas +{ + vec2 UL, UR, DL, DR; +}; + +void main() +{ + vec2 texsize = params.SourceSize.xy; + float dx = pow(texsize.x, -1.0) * 0.5; + float dy = pow(texsize.y, -1.0) * 0.5; + vec3 dt = vec3(1.0, 1.0, 1.0); + + deltas VAR = { + vTexCoord + vec2(-dx, -dy), + vTexCoord + vec2( dx, -dy), + vTexCoord + vec2(-dx, dy), + vTexCoord + vec2( dx, dy) + }; + + vec3 c00 = texture(Source, VAR.UL).xyz; + vec3 c20 = texture(Source, VAR.UR).xyz; + vec3 c02 = texture(Source, VAR.DL).xyz; + vec3 c22 = texture(Source, VAR.DR).xyz; + + float m1 = dot(abs(c00 - c22), dt) + 0.001; + float m2 = dot(abs(c02 - c20), dt) + 0.001; + + FragColor = vec4((m1*(c02 + c20) + m2*(c22 + c00))/(2.0*(m1 + m2)), 1.0); +} diff --git a/xsal/shaders/2xsal-level2.slang b/xsal/shaders/2xsal-level2.slang index 7ccf01d..8426ee2 100644 --- a/xsal/shaders/2xsal-level2.slang +++ b/xsal/shaders/2xsal-level2.slang @@ -35,7 +35,7 @@ layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; -/* Default Vertex shader */ +/* VERTEX_SHADER */ void main() { gl_Position = global.MVP * Position; @@ -50,30 +50,32 @@ layout(set = 0, binding = 2) uniform sampler2D Source; void main() { - float dx = 0.25 * params.SourceSize.z; - float dy = 0.25 * params.SourceSize.w; + vec2 tex = vTexCoord; + //vec2 texsize = IN.texture_size; + float dx = 0.25*params.SourceSize.z; + float dy = 0.25*params.SourceSize.w; vec3 dt = vec3(1.0, 1.0, 1.0); - vec4 yx = vec4( dx, dy, -dx, -dy); - vec4 xh = vec4(3*dx, dy, -3*dx, -dy); - vec4 yv = vec4( dx, 3*dy, -dx, -3*dy); + vec4 yx = vec4(dx, dy, -dx, -dy); + vec4 xh = yx*vec4(3.0, 1.0, 3.0, 1.0); + vec4 yv = yx*vec4(1.0, 3.0, 1.0, 3.0); - vec3 c11 = texture(Source, vTexCoord ).xyz; - vec3 s00 = texture(Source, vTexCoord + yx.zw).xyz; - vec3 s20 = texture(Source, vTexCoord + yx.xw).xyz; - vec3 s22 = texture(Source, vTexCoord + yx.xy).xyz; - vec3 s02 = texture(Source, vTexCoord + yx.zy).xyz; - vec3 h00 = texture(Source, vTexCoord + xh.zw).xyz; - vec3 h20 = texture(Source, vTexCoord + xh.xw).xyz; - vec3 h22 = texture(Source, vTexCoord + xh.xy).xyz; - vec3 h02 = texture(Source, vTexCoord + xh.zy).xyz; - vec3 v00 = texture(Source, vTexCoord + yv.zw).xyz; - vec3 v20 = texture(Source, vTexCoord + yv.xw).xyz; - vec3 v22 = texture(Source, vTexCoord + yv.xy).xyz; - vec3 v02 = texture(Source, vTexCoord + yv.zy).xyz; + vec3 c11 = texture(Source, tex ).xyz; + vec3 s00 = texture(Source, tex + yx.zw).xyz; + vec3 s20 = texture(Source, tex + yx.xw).xyz; + vec3 s22 = texture(Source, tex + yx.xy).xyz; + vec3 s02 = texture(Source, tex + yx.zy).xyz; + vec3 h00 = texture(Source, tex + xh.zw).xyz; + vec3 h20 = texture(Source, tex + xh.xw).xyz; + vec3 h22 = texture(Source, tex + xh.xy).xyz; + vec3 h02 = texture(Source, tex + xh.zy).xyz; + vec3 v00 = texture(Source, tex + yv.zw).xyz; + vec3 v20 = texture(Source, tex + yv.xw).xyz; + vec3 v22 = texture(Source, tex + yv.xy).xyz; + vec3 v02 = texture(Source, tex + yv.zy).xyz; float m1 = 1.0/(dot(abs(s00 - s22), dt) + 0.00001); - float m2 = 1.0/(dot(abs(s02 - s20), dt) + 0.00001); + float m2 = 1.0/(dot(abs(s02 - s20), dt) + 0.00001); float h1 = 1.0/(dot(abs(s00 - h22), dt) + 0.00001); float h2 = 1.0/(dot(abs(s02 - h20), dt) + 0.00001); float h3 = 1.0/(dot(abs(h00 - s22), dt) + 0.00001); @@ -84,12 +86,12 @@ void main() float v4 = 1.0/(dot(abs(v02 - s20), dt) + 0.00001); vec3 t1 = 0.5*(m1*(s00 + s22) + m2*(s02 + s20))/(m1 + m2); - vec3 t2 = 0.5*(h1*(s00 + h22) + h2*(s02 + h20) + h3*(h00+s22) + h4*(h02 + s20))/(h1 + h2 + h3 + h4); - vec3 t3 = 0.5*(v1*(s00 + v22) + v2*(s02 + v20) + v3*(v00+s22) + v4*(v02 + s20))/(v1 + v2 + v3 + v4); + vec3 t2 = 0.5*(h1*(s00 + h22) + h2*(s02 + h20) + h3*(h00 + s22) + h4*(h02 + s20))/(h1 + h2 + h3 + h4); + vec3 t3 = 0.5*(v1*(s00 + v22) + v2*(s02 + v20) + v3*(v00 + s22) + v4*(v02 + s20))/(v1 + v2 + v3 + v4); - float k1 = 1.0/(dot(abs(t1 - c11),dt) + 0.00001); - float k2 = 1.0/(dot(abs(t2 - c11),dt) + 0.00001); - float k3 = 1.0/(dot(abs(t3 - c11),dt) + 0.00001); + float k1 = 1.0/(dot(abs(t1 - c11), dt) + 0.00001); + float k2 = 1.0/(dot(abs(t2 - c11), dt) + 0.00001); + float k3 = 1.0/(dot(abs(t3 - c11), dt) + 0.00001); FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1 + k2 + k3), 1.0); } diff --git a/xsal/shaders/2xsal.slang b/xsal/shaders/2xsal.slang index 32e31ab..3bd7db1 100644 --- a/xsal/shaders/2xsal.slang +++ b/xsal/shaders/2xsal.slang @@ -55,10 +55,10 @@ struct deltas void main() { - vec2 texsize = params.SourceSize.xy; - float dx = pow(texsize.x, -1.0) * 0.25; - float dy = pow(texsize.y, -1.0) * 0.25; - vec3 dt = vec3(1.0, 1.0, 1.0); + vec2 texsize = params.SourceSize.xy; + float dx = pow(texsize.x, -1.0) * 0.25; + float dy = pow(texsize.y, -1.0) * 0.25; + vec3 dt = vec3(1.0, 1.0, 1.0); deltas VAR = { vTexCoord + vec2(-dx, -dy), @@ -75,5 +75,5 @@ void main() float m1 = dot(abs(c00 - c22), dt) + 0.001; float m2 = dot(abs(c02 - c20), dt) + 0.001; - FragColor = vec4((m1*(c02 + c20) + m2*(c22 + c00)) / (2.0*(m1 + m2)), 1.0); + FragColor = vec4((m1*(c02 + c20) + m2*(c22 + c00))/(2.0*(m1 + m2)), 1.0); }