Merge pull request #328 from Hyllian/master

Add sgenpt-mix-multipass shaders
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hizzlekizzle 2022-11-05 09:16:25 -05:00 committed by GitHub
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7 changed files with 738 additions and 0 deletions

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shaders = 6
shader0 = shaders/sgenpt-mix/linearize.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
alias0 = LinearGamma
shader1 = shaders/sgenpt-mix/sgenpt-mix-pass1.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
shader2 = shaders/sgenpt-mix/sgenpt-mix-pass2.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = shaders/sgenpt-mix/sgenpt-mix-pass3.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = CB_Output
shader4 = shaders/sgenpt-mix/sgenpt-mix-pass4.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0
shader5 = shaders/sgenpt-mix/sgenpt-mix-pass5.slang
filter_linear5 = false

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SGPT_BLEND_OPTION;
float UseGamma;
} params;
#pragma parameter SGPT_BLEND_OPTION "SGENPT-MIX: [ OFF | CB | VL | BOTH ]" 3.0 0.0 3.0 1.0
#pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
#define UseGamma params.UseGamma
#define LinInputGamma (UseGamma+1.0)
#define GAMMA_IN(color) pow(color, vec3(LinInputGamma, LinInputGamma, LinInputGamma))
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;
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;
void main()
{
FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0);
}

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#version 450
/*
Sgenpt-Mix - pass1
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
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SGPT_BLEND_OPTION;
float CB_BLEND_LEVEL;
} params;
#pragma parameter SGPT_BLEND_OPTION "SGENPT-MIX: [ OFF | CB | VL | BOTH ]" 3.0 0.0 3.0 1.0
#pragma parameter CB_BLEND_LEVEL " Checkerboard Blend Level" 1.0 0.0 1.0 0.1
#define SGPT_BLEND_OPTION params.SGPT_BLEND_OPTION
#define CB_BLEND_LEVEL params.CB_BLEND_LEVEL
const vec3 Y = vec3( 0.299, 0.587, 0.114);
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
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;
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;
void main()
{
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
// Reading the texels.
vec3 C = texture(Source, vTexCoord ).xyz;
vec3 L = texture(Source, vTexCoord -dx).xyz;
vec3 R = texture(Source, vTexCoord +dx).xyz;
vec3 U = texture(Source, vTexCoord -dy).xyz;
vec3 D = texture(Source, vTexCoord +dy).xyz;
vec3 UL = texture(Source, vTexCoord -dx -dy).xyz;
vec3 UR = texture(Source, vTexCoord +dx -dy).xyz;
vec3 DL = texture(Source, vTexCoord -dx +dy).xyz;
vec3 DR = texture(Source, vTexCoord +dx +dy).xyz;
vec3 color = C;
if (SGPT_BLEND_OPTION == 1 || SGPT_BLEND_OPTION == 3)
{
float diff = dot(max(C, max(L, R)) - min(C, min(L, R)), Y);
diff *= (1.0 - CB_BLEND_LEVEL);
vec3 min_sample = max(min_s(C, L, R), min_s(C, U, D));
vec3 max_sample = min(max_s(C, L, R), max_s(C, U, D));
color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
color = clamp(color, min_sample, max_sample);
}
float luma_diff = abs(dot(C, Y)-dot(color, Y));
FragColor = vec4(color, luma_diff);
}

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#version 450
/*
Sgenpt-Mix - pass2
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
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float CB_BLEND_LEVEL;
} params;
#pragma parameter CB_BLEND_LEVEL " Checkerboard Blend Level" 1.0 0.0 1.0 0.1
#define CB_BLEND_LEVEL params.CB_BLEND_LEVEL
#define PATTERN(A) step(Delta,A)
const float Delta = 0.000000001;
const vec3 Y = vec3( 0.299, 0.587, 0.114);
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;
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 LinearGamma;
void main()
{
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
// Reading the texels.
vec4 C = texture(Source, vTexCoord );
vec4 L = texture(Source, vTexCoord -dx );
vec4 R = texture(Source, vTexCoord +dx );
vec4 U = texture(Source, vTexCoord -dy);
vec4 D = texture(Source, vTexCoord +dy);
vec4 UL = texture(Source, vTexCoord -dx -dy);
vec4 UR = texture(Source, vTexCoord +dx -dy);
vec4 DL = texture(Source, vTexCoord -dx +dy);
vec4 DR = texture(Source, vTexCoord +dx +dy);
vec4 L2 = texture(Source, vTexCoord -2.0*dx );
vec4 R2 = texture(Source, vTexCoord +2.0*dx );
vec4 U2 = texture(Source, vTexCoord -2.0*dy);
vec4 D2 = texture(Source, vTexCoord +2.0*dy);
vec4 UL2 = texture(Source, vTexCoord -2.0*dx -dy);
vec4 UR2 = texture(Source, vTexCoord +2.0*dx -dy);
vec4 DL2 = texture(Source, vTexCoord -2.0*dx +dy);
vec4 DR2 = texture(Source, vTexCoord +2.0*dx +dy);
vec4 LU2 = texture(Source, vTexCoord -dx -2.0*dy);
vec4 RU2 = texture(Source, vTexCoord +dx -2.0*dy);
vec4 LD2 = texture(Source, vTexCoord -dx +2.0*dy);
vec4 RD2 = texture(Source, vTexCoord +dx -2.0*dy);
vec3 color = C.rgb;
vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
vec3 oriL = texture(LinearGamma, vTexCoord -dx ).rgb;
vec3 oriR = texture(LinearGamma, vTexCoord +dx ).rgb;
vec3 oriU = texture(LinearGamma, vTexCoord -dy).rgb;
vec3 oriD = texture(LinearGamma, vTexCoord +dy).rgb;
float count1 = 0.0;
float count2 = 0.0;
float diff = (1.0 - CB_BLEND_LEVEL);
// LU2 U2 RU2
// UL2 UL U UR UR2
// L2 L C R R2
// DL2 DL D DR DR2
// LD2 D2 RD2
count1 += PATTERN(L.a*D.a*R.a);
count1 += PATTERN(L.a*U.a*R.a);
count1 += PATTERN(L.a*UL.a*R.a*UR.a + L.a*DL.a*R.a*DR.a);
count1 += PATTERN(U.a*D2.a*(UL.a*LD2.a + UR.a*RD2.a) + U2.a*D.a*(LU2.a*DL.a + RU2.a*DR.a));
count2 += PATTERN(U.a*L.a*D.a);
count2 += PATTERN(U.a*R.a*D.a);
count2 += PATTERN(U.a*UR.a*D.a*DR.a + D.a*DL.a*U.a*UL.a);
count2 += PATTERN(L.a*R2.a*(DL.a*DR2.a + UL.a*UR2.a) + L2.a*R.a*(DL2.a*DR.a + UL2.a*UR.a));
if ((count1 * count2) > 0.0 && count1 == count2)
color = 0.5*(1.0+diff)*oriC + 0.125*(1.0-diff)*(oriL + oriR + oriU + oriD);
else if (count1 > 0.0 && count1 > count2)
color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriL + oriR);
else if (count2 > 0.0 && count2 > count1)
color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriU + oriD);
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
FragColor = vec4(color, luma_diff);
}

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#version 450
/*
Sgenpt-Mix - pass3
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
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float CB_MITIG_NEIGHBRS;
float CB_MITIG_LINES;
float CB_ADJUST_VIEW;
float UseGamma;
} params;
#pragma parameter CB_MITIG_NEIGHBRS " CB - Mitigate Errors (neighbors)" 1.0 0.0 4.0 1.0
#pragma parameter CB_MITIG_LINES " CB - Mitigate Errors (regions)" 1.0 0.0 1.0 1.0
#pragma parameter CB_ADJUST_VIEW " CB - Adjust View" 0.0 0.0 1.0 1.0
#pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
#define CB_MITIG_NEIGHBRS params.CB_MITIG_NEIGHBRS
#define CB_MITIG_LINES params.CB_MITIG_LINES
#define CB_ADJUST_VIEW params.CB_ADJUST_VIEW
#define UseGamma params.UseGamma
#define CBDOuputGamma (UseGamma+1.0)
#define GAMMA_OUT(color) pow(color, vec3(1.0 / CBDOuputGamma, 1.0 / CBDOuputGamma, 1.0 / CBDOuputGamma))
#define PATTERN(A) step(Delta,A)
const float Delta = 0.000000001;
const vec3 Y = vec3( 0.299, 0.587, 0.114);
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;
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 LinearGamma;
void main()
{
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
// Reading the texels.
vec4 C = texture(Source, vTexCoord );
vec4 L = texture(Source, vTexCoord -dx );
vec4 R = texture(Source, vTexCoord +dx );
vec4 U = texture(Source, vTexCoord -dy);
vec4 D = texture(Source, vTexCoord +dy);
vec4 UL = texture(Source, vTexCoord -dx -dy);
vec4 UR = texture(Source, vTexCoord +dx -dy);
vec4 DL = texture(Source, vTexCoord -dx +dy);
vec4 DR = texture(Source, vTexCoord +dx +dy);
vec4 L2 = texture(Source, vTexCoord -2.0*dx );
vec4 R2 = texture(Source, vTexCoord +2.0*dx );
vec4 U2 = texture(Source, vTexCoord -2.0*dy);
vec4 D2 = texture(Source, vTexCoord +2.0*dy);
vec4 L3 = texture(Source, vTexCoord -3.0*dx );
vec4 R3 = texture(Source, vTexCoord +3.0*dx );
vec4 U3 = texture(Source, vTexCoord -3.0*dy);
vec4 D3 = texture(Source, vTexCoord +3.0*dy);
vec3 color = C.rgb;
vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
float count = 0.0;
float count2 = 0.0;
float count3 = 0.0;
// U3
// U2
// UL U UR
// L3 L2 L C R R2 R3
// DL D DR
// D2
// D3
count += PATTERN(L.a);
count += PATTERN(R.a);
count += PATTERN(U.a);
count += PATTERN(D.a);
count += PATTERN(UL.a*UR.a*DL.a*DR.a);
count2 += PATTERN(L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a);
count3 += PATTERN(L3.a*L2.a*L.a);
count3 += PATTERN(L2.a*L.a*R.a);
count3 += PATTERN(L.a*R.a*R2.a);
count3 += PATTERN(R.a*R2.a*R3.a);
count3 += PATTERN(U3.a*U2.a*U.a);
count3 += PATTERN(U2.a*U.a*D.a);
count3 += PATTERN(U.a*D.a*D2.a);
count3 += PATTERN(D.a*D2.a*D3.a);
if ((count < CB_MITIG_NEIGHBRS) && (count2 < 1.0))
color = oriC;
else if ((CB_MITIG_LINES == 1.0) && (count3 < 1.0))
color = oriC;
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
color = mix(color, vec3(luma_diff), CB_ADJUST_VIEW);
FragColor = vec4(color, 1.0);
}

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#version 450
/*
Sgenpt-Mix - pass4
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
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SGPT_BLEND_OPTION;
float VL_BLEND_LEVEL;
} params;
#pragma parameter SGPT_BLEND_OPTION "SGENPT-MIX: [ OFF | CB | VL | BOTH ]" 3.0 0.0 3.0 1.0
#pragma parameter VL_BLEND_LEVEL " Vertical Lines Blend Level" 0.8 0.0 1.0 0.1
#define SGPT_BLEND_OPTION params.SGPT_BLEND_OPTION
#define VL_BLEND_LEVEL params.VL_BLEND_LEVEL
const vec3 Y = vec3( 0.299, 0.587, 0.114);
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
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;
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;
void main()
{
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
// Reading the texels.
vec3 C = texture(Source, vTexCoord ).xyz;
vec3 L = texture(Source, vTexCoord -dx).xyz;
vec3 R = texture(Source, vTexCoord +dx).xyz;
vec3 U = texture(Source, vTexCoord -dy).xyz;
vec3 D = texture(Source, vTexCoord +dy).xyz;
vec3 UL = texture(Source, vTexCoord -dx -dy).xyz;
vec3 UR = texture(Source, vTexCoord +dx -dy).xyz;
vec3 DL = texture(Source, vTexCoord -dx +dy).xyz;
vec3 DR = texture(Source, vTexCoord +dx +dy).xyz;
vec3 color = C;
if (SGPT_BLEND_OPTION == 2 || SGPT_BLEND_OPTION == 3)
{
float diff = dot(max(C, max(L, R)) - min(C, min(L, R)), Y);
diff *= (1.0 - VL_BLEND_LEVEL);
vec3 min_sample = max_s(min_s(C, L, R), min_s(C, DL, DR), min_s(C, UL, UR));
vec3 max_sample = min_s(max_s(C, L, R), max_s(C, DL, DR), max_s(C, UL, UR));
color = 0.5*( 1.0 + diff )*C + 0.25*( 1.0 - diff )*(L + R);
color = clamp(color, min_sample, max_sample);
}
float luma_diff = abs(dot(C, Y)-dot(color, Y));
FragColor = vec4(color, luma_diff);
}

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#version 450
/*
Sgenpt-Mix - pass5
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
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float VL_MITIG_NEIGHBRS;
float VL_MITIG_LINES;
float VL_ADJUST_VIEW;
float UseGamma;
} params;
#pragma parameter VL_MITIG_NEIGHBRS " VL - Mitigate Errors (neighbors)" 1.0 0.0 4.0 1.0
#pragma parameter VL_MITIG_LINES " VL - Mitigate Errors (regions)" 1.0 0.0 1.0 1.0
#pragma parameter VL_ADJUST_VIEW " VL - Adjust View" 0.0 0.0 1.0 1.0
#pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
#define VL_MITIG_NEIGHBRS params.VL_MITIG_NEIGHBRS
#define VL_MITIG_LINES params.VL_MITIG_LINES
#define VL_ADJUST_VIEW params.VL_ADJUST_VIEW
#define UseGamma params.UseGamma
#define CBDOuputGamma (UseGamma+1.0)
#define GAMMA_OUT(color) pow(color, vec3(1.0 / CBDOuputGamma, 1.0 / CBDOuputGamma, 1.0 / CBDOuputGamma))
#define PATTERN(A) step(Delta,A)
const float Delta = 0.000000001;
const vec3 Y = vec3( 0.299, 0.587, 0.114);
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;
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 CB_Output;
void main()
{
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
// Reading the texels.
vec4 C = texture(Source, vTexCoord );
vec4 L = texture(Source, vTexCoord -dx );
vec4 R = texture(Source, vTexCoord +dx );
vec4 U = texture(Source, vTexCoord -dy);
vec4 D = texture(Source, vTexCoord +dy);
vec4 UL = texture(Source, vTexCoord -dx -dy);
vec4 UR = texture(Source, vTexCoord +dx -dy);
vec4 DL = texture(Source, vTexCoord -dx +dy);
vec4 DR = texture(Source, vTexCoord +dx +dy);
vec4 L2 = texture(Source, vTexCoord -2.0*dx );
vec4 R2 = texture(Source, vTexCoord +2.0*dx );
vec4 U2 = texture(Source, vTexCoord -2.0*dy);
vec4 D2 = texture(Source, vTexCoord +2.0*dy);
vec4 L3 = texture(Source, vTexCoord -3.0*dx );
vec4 R3 = texture(Source, vTexCoord +3.0*dx );
vec4 U3 = texture(Source, vTexCoord -3.0*dy);
vec4 D3 = texture(Source, vTexCoord +3.0*dy);
vec3 color = C.rgb;
vec3 oriC = texture(CB_Output, vTexCoord ).rgb;
float count = 0.0;
float count2 = 0.0;
float count3 = 0.0;
float count4 = 0.0;
// U3
// U2
// UL U UR
// L3 L2 L C R R2 R3
// DL D DR
// D2
// D3
count += PATTERN(L.a);
count += PATTERN(R.a);
count += PATTERN(U.a);
count += PATTERN(D.a);
count += PATTERN(UL.a*UR.a*DL.a*DR.a);
count2 += PATTERN(L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a);
count3 += PATTERN(L3.a*L2.a*L.a);
count3 += PATTERN(L2.a*L.a*R.a);
count3 += PATTERN(L.a*R.a*R2.a);
count3 += PATTERN(R.a*R2.a*R3.a);
count4 += PATTERN(U.a);
count4 += PATTERN(D.a);
if ((count < VL_MITIG_NEIGHBRS) && (count2 < 1.0))
color = oriC;
else if ((VL_MITIG_LINES == 1.0) && ((count3*count4) < 1.0))
color = oriC;
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
color = mix(color, vec3(luma_diff), VL_ADJUST_VIEW);
FragColor = vec4(GAMMA_OUT(color), 1.0);
}