(xSaL) Update shaders and presets

This commit is contained in:
Arzed Five 2016-12-02 20:11:44 +00:00
parent 400d5dead9
commit a7e35a114b
10 changed files with 259 additions and 67 deletions

View file

@ -3,10 +3,13 @@ shaders = 2
shader0 = shaders/2xsal-level2.slang shader0 = shaders/2xsal-level2.slang
filter_linear0 = false filter_linear0 = false
scale_type0 = source scale_type0 = source
scale_x0 = 2.0 scale0 = 2.0
scale_y0 = 2.0
shader1 = ../crt/shaders/dotmask.slang shader1 = ../crt/shaders/dotmask.slang
filter_linear1 = true filter_linear1 = true
scale_type1 = viewport scale_type1 = viewport
scale1 = 1.0 scale1 = 1.0
parameters = "maskDark; maskLight"
maskDark = 0.6
maskLight = 1.4

View file

@ -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

View file

@ -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

View file

@ -3,16 +3,18 @@ shaders = 3
shader0 = shaders/2xsal-level2.slang shader0 = shaders/2xsal-level2.slang
filter_linear0 = false filter_linear0 = false
scale_type0 = source scale_type0 = source
scale_x0 = 2.0 scale0 = 4.0
scale_y0 = 2.0
shader1 = shaders/2xsal.slang shader1 = shaders/2xsal-level2-pass2.slang
filter_linear1 = false filter_linear1 = false
scale_type1 = source scale_type1 = source
scale_x1 = 2.0 scale1 = 1.0
scale_y1 = 2.0
shader2 = ../crt/shaders/dotmask.slang shader2 = ../crt/shaders/dotmask.slang
filter_linear2 = true filter_linear2 = true
scale_type2 = viewport scale_type2 = viewport
scale2 = 1.0 scale2 = 1.0
parameters = "maskDark; maskLight"
maskDark = 0.6
maskLight = 1.4

View file

@ -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

View file

@ -3,14 +3,12 @@ shaders = 3
shader0 = shaders/2xsal-level2.slang shader0 = shaders/2xsal-level2.slang
filter_linear0 = false filter_linear0 = false
scale_type0 = source scale_type0 = source
scale_x0 = 2.0 scale0 = 4.0
scale_y0 = 2.0
shader1 = shaders/2xsal.slang shader1 = shaders/2xsal-level2-pass2.slang
filter_linear1 = false filter_linear1 = false
scale_type1 = source scale_type1 = source
scale_x1 = 2.0 scale1 = 1.0
scale_y1 = 2.0
shader2 = ../stock.slang shader2 = ../stock.slang
filter_linear2 = true filter_linear2 = true

View file

@ -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);
}

View file

@ -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);
}

View file

@ -35,7 +35,7 @@ layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord; layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord; layout(location = 0) out vec2 vTexCoord;
/* Default Vertex shader */ /* VERTEX_SHADER */
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
@ -50,27 +50,29 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main() void main()
{ {
float dx = 0.25 * params.SourceSize.z; vec2 tex = vTexCoord;
float dy = 0.25 * params.SourceSize.w; //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); vec3 dt = vec3(1.0, 1.0, 1.0);
vec4 yx = vec4( dx, dy, -dx, -dy); vec4 yx = vec4(dx, dy, -dx, -dy);
vec4 xh = vec4(3*dx, dy, -3*dx, -dy); vec4 xh = yx*vec4(3.0, 1.0, 3.0, 1.0);
vec4 yv = vec4( dx, 3*dy, -dx, -3*dy); vec4 yv = yx*vec4(1.0, 3.0, 1.0, 3.0);
vec3 c11 = texture(Source, vTexCoord ).xyz; vec3 c11 = texture(Source, tex ).xyz;
vec3 s00 = texture(Source, vTexCoord + yx.zw).xyz; vec3 s00 = texture(Source, tex + yx.zw).xyz;
vec3 s20 = texture(Source, vTexCoord + yx.xw).xyz; vec3 s20 = texture(Source, tex + yx.xw).xyz;
vec3 s22 = texture(Source, vTexCoord + yx.xy).xyz; vec3 s22 = texture(Source, tex + yx.xy).xyz;
vec3 s02 = texture(Source, vTexCoord + yx.zy).xyz; vec3 s02 = texture(Source, tex + yx.zy).xyz;
vec3 h00 = texture(Source, vTexCoord + xh.zw).xyz; vec3 h00 = texture(Source, tex + xh.zw).xyz;
vec3 h20 = texture(Source, vTexCoord + xh.xw).xyz; vec3 h20 = texture(Source, tex + xh.xw).xyz;
vec3 h22 = texture(Source, vTexCoord + xh.xy).xyz; vec3 h22 = texture(Source, tex + xh.xy).xyz;
vec3 h02 = texture(Source, vTexCoord + xh.zy).xyz; vec3 h02 = texture(Source, tex + xh.zy).xyz;
vec3 v00 = texture(Source, vTexCoord + yv.zw).xyz; vec3 v00 = texture(Source, tex + yv.zw).xyz;
vec3 v20 = texture(Source, vTexCoord + yv.xw).xyz; vec3 v20 = texture(Source, tex + yv.xw).xyz;
vec3 v22 = texture(Source, vTexCoord + yv.xy).xyz; vec3 v22 = texture(Source, tex + yv.xy).xyz;
vec3 v02 = texture(Source, vTexCoord + yv.zy).xyz; vec3 v02 = texture(Source, tex + yv.zy).xyz;
float m1 = 1.0/(dot(abs(s00 - s22), dt) + 0.00001); 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);
@ -84,12 +86,12 @@ void main()
float v4 = 1.0/(dot(abs(v02 - s20), 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 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 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 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 k1 = 1.0/(dot(abs(t1 - c11), dt) + 0.00001);
float k2 = 1.0/(dot(abs(t2 - 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 k3 = 1.0/(dot(abs(t3 - c11), dt) + 0.00001);
FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1 + k2 + k3), 1.0); FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1 + k2 + k3), 1.0);
} }

View file

@ -55,10 +55,10 @@ struct deltas
void main() void main()
{ {
vec2 texsize = params.SourceSize.xy; vec2 texsize = params.SourceSize.xy;
float dx = pow(texsize.x, -1.0) * 0.25; float dx = pow(texsize.x, -1.0) * 0.25;
float dy = pow(texsize.y, -1.0) * 0.25; float dy = pow(texsize.y, -1.0) * 0.25;
vec3 dt = vec3(1.0, 1.0, 1.0); vec3 dt = vec3(1.0, 1.0, 1.0);
deltas VAR = { deltas VAR = {
vTexCoord + vec2(-dx, -dy), vTexCoord + vec2(-dx, -dy),
@ -75,5 +75,5 @@ void main()
float m1 = dot(abs(c00 - c22), dt) + 0.001; float m1 = dot(abs(c00 - c22), dt) + 0.001;
float m2 = dot(abs(c02 - c20), 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);
} }