mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
remove old nonfunctional shaders and add mame hlsl ports in progress
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test/nonfunctional/shaders/mame/mame_bloom.slang
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251
test/nonfunctional/shaders/mame/mame_bloom.slang
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#version 450
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Bloom Effect
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//-----------------------------------------------------------------------------
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OutputSize;
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float BloomBlendMode;
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float VectorScreen;
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float BloomScale;
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float BloomOverdrive_r;
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float BloomOverdrive_g;
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float BloomOverdrive_b;
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float Level0Weight;
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float Level1Weight;
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float Level2Weight;
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float Level3Weight;
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float Level4Weight;
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float Level5Weight;
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float Level6Weight;
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float Level7Weight;
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float Level8Weight;
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} params;
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#pragma parameter BloomBlendMode "Bloom Blend Mode" 0.0 0.0 1.0 1.0
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#pragma parameter VectorScreen "Vector Screen Mode" 0.0 0.0 1.0 1.0
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#pragma parameter BloomScale "Bloom Scale" 1.0 0.0 4.0 0.1
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#pragma parameter BloomOverdrive_r "Bloom Overdrive R" 1.0 0.0 1.0 0.01
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#pragma parameter BloomOverdrive_g "Bloom Overdrive G" 1.0 0.0 1.0 0.01
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#pragma parameter BloomOverdrive_b "Bloom Overdrive B" 1.0 0.0 1.0 0.01
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#pragma parameter Level0Weight "Bloom Level 0 Weight" 1.0 0.0 1.0 0.01
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#pragma parameter Level1Weight "Bloom Level 1 Weight" 0.64 0.0 1.0 0.01
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#pragma parameter Level2Weight "Bloom Level 2 Weight" 0.32 0.0 1.0 0.01
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#pragma parameter Level3Weight "Bloom Level 3 Weight" 0.16 0.0 1.0 0.01
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#pragma parameter Level4Weight "Bloom Level 4 Weight" 0.08 0.0 1.0 0.01
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#pragma parameter Level5Weight "Bloom Level 5 Weight" 0.06 0.0 1.0 0.01
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#pragma parameter Level6Weight "Bloom Level 6 Weight" 0.04 0.0 1.0 0.01
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#pragma parameter Level7Weight "Bloom Level 7 Weight" 0.02 0.0 1.0 0.01
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#pragma parameter Level8Weight "Bloom Level 8 Weight" 0.01 0.0 1.0 0.01
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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const float E = 2.7182817f;
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const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
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const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant)
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//-----------------------------------------------------------------------------
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// Funcions
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//-----------------------------------------------------------------------------
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// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
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float random(vec2 seed)
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{
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// irrationals for pseudo randomness
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vec2 i = vec2(Gelfond, GelfondSchneider);
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return fract(cos(dot(seed, i)) * 123456.0f);
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}
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//-----------------------------------------------------------------------------
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// Bloom Vertex Shader
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//-----------------------------------------------------------------------------
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 BloomCoord;
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void main()
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{
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vec4 bloomPos = vec4(Position.xyz, 1.0);
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// bloomPos.xy *= params.OutputSize.zw;
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// bloomPos.y = 1.0 - bloomPos.y; // flip y
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// bloomPos.xy -= 0.5f; // center
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// bloomPos.xy *= 2.0f; // zoom
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gl_Position = global.MVP * bloomPos; // using bloomPos just makes a black screen /shrug
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vTexCoord = TexCoord;
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// vTexCoord += 0.5f * params.OutputSize.zw; // half texel offset correction (DX9)
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BloomCoord = vTexCoord;
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BloomCoord += 0.5f * params.SourceSize.zw;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 BloomCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define DiffuseSampler Source
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#define BloomSamplerA Source
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#define BloomSamplerB Source
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#define BloomSamplerC Source
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#define BloomSamplerD Source
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#define BloomSamplerE Source
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#define BloomSamplerF Source
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#define BloomSamplerG Source
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#define BloomSamplerH Source
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// vector screen uses twice -1 as many bloom levels
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#define BloomSamplerI Source
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#define BloomSamplerJ Source
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#define BloomSamplerK Source
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#define BloomSamplerL Source
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#define BloomSamplerM Source
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#define BloomSamplerN Source
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#define BloomSamplerO Source
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vec3 GetNoiseFactor(vec3 n, float random)
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{
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// smaller n become more noisy
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vec3 NoiseFactor;
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NoiseFactor.x = 1.0f + random * max(0.0f, 0.25f * pow(E, -8. * n.x));
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NoiseFactor.y = 1.0f + random * max(0.0f, 0.25f * pow(E, -8. * n.y));
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NoiseFactor.z = 1.0f + random * max(0.0f, 0.25f * pow(E, -8. * n.z));
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return NoiseFactor;
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}
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void main()
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{
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vec3 texel = texture(DiffuseSampler, vTexCoord).rgb;
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vec3 texelA = texture(BloomSamplerA, BloomCoord.xy).rgb;
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vec3 texelB = texture(BloomSamplerB, BloomCoord.xy).rgb;
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vec3 texelC = texture(BloomSamplerC, BloomCoord.xy).rgb;
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vec3 texelD = texture(BloomSamplerD, BloomCoord.xy).rgb;
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vec3 texelE = texture(BloomSamplerE, BloomCoord.xy).rgb;
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vec3 texelF = texture(BloomSamplerF, BloomCoord.xy).rgb;
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vec3 texelG = texture(BloomSamplerG, BloomCoord.xy).rgb;
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vec3 texelH = texture(BloomSamplerH, BloomCoord.xy).rgb;
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vec3 texelI = vec3(0.0f, 0.0f, 0.0f);
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vec3 texelJ = vec3(0.0f, 0.0f, 0.0f);
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vec3 texelK = vec3(0.0f, 0.0f, 0.0f);
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vec3 texelL = vec3(0.0f, 0.0f, 0.0f);
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vec3 texelM = vec3(0.0f, 0.0f, 0.0f);
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vec3 texelN = vec3(0.0f, 0.0f, 0.0f);
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vec3 texelO = vec3(0.0f, 0.0f, 0.0f);
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// vector screen uses twice -1 as many bloom levels
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if (params.VectorScreen > 0.5)
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{
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texelI = texture(BloomSamplerI, BloomCoord.xy).rgb;
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texelJ = texture(BloomSamplerJ, BloomCoord.xy).rgb;
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texelK = texture(BloomSamplerK, BloomCoord.xy).rgb;
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texelL = texture(BloomSamplerL, BloomCoord.xy).rgb;
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texelM = texture(BloomSamplerM, BloomCoord.xy).rgb;
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texelN = texture(BloomSamplerN, BloomCoord.xy).rgb;
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texelO = texture(BloomSamplerO, BloomCoord.xy).rgb;
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}
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vec3 blend;
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// brighten
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if (params.BloomBlendMode < 0.5)
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{
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vec3 bloom = vec3(0.0f, 0.0f, 0.0f);
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texel *= params.Level0Weight;
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if (params.VectorScreen < 0.5)
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{
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bloom += texelA * params.Level1Weight;
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bloom += texelB * params.Level2Weight;
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bloom += texelC * params.Level3Weight;
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bloom += texelD * params.Level4Weight;
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bloom += texelE * params.Level5Weight;
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bloom += texelF * params.Level6Weight;
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bloom += texelG * params.Level7Weight;
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bloom += texelH * params.Level8Weight;
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}
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// vector screen uses twice -1 as many bloom levels
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else
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{
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bloom += texelA * (params.Level1Weight);
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bloom += texelB * (params.Level1Weight + params.Level2Weight) * 0.5f;
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bloom += texelC * (params.Level2Weight);
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bloom += texelD * (params.Level2Weight + params.Level3Weight) * 0.5f;
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bloom += texelE * (params.Level3Weight);
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bloom += texelF * (params.Level3Weight + params.Level4Weight) * 0.5f;
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bloom += texelG * (params.Level4Weight);
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bloom += texelH * (params.Level4Weight + params.Level5Weight) * 0.5f;
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bloom += texelI * (params.Level5Weight);
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bloom += texelJ * (params.Level5Weight + params.Level6Weight) * 0.5f;
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bloom += texelK * (params.Level6Weight);
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bloom += texelL * (params.Level6Weight + params.Level7Weight) * 0.5f;
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bloom += texelM * (params.Level7Weight);
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bloom += texelN * (params.Level7Weight + params.Level8Weight) * 0.5f;
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bloom += texelO * (params.Level8Weight);
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}
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bloom *= params.BloomScale;
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vec3 bloomOverdrive;
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bloomOverdrive.r = max(0.0f, texel.r + bloom.r - 1.0f) * params.BloomOverdrive_r;
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bloomOverdrive.g = max(0.0f, texel.g + bloom.g - 1.0f) * params.BloomOverdrive_g;
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bloomOverdrive.b = max(0.0f, texel.b + bloom.b - 1.0f) * params.BloomOverdrive_b;
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bloom.r += bloomOverdrive.g * 0.5f;
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bloom.r += bloomOverdrive.b * 0.5f;
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bloom.g += bloomOverdrive.r * 0.5f;
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bloom.g += bloomOverdrive.b * 0.5f;
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bloom.b += bloomOverdrive.r * 0.5f;
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bloom.b += bloomOverdrive.g * 0.5f;
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vec2 NoiseCoord = vTexCoord;
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vec3 NoiseFactor = GetNoiseFactor(bloom, random(NoiseCoord));
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blend = texel + bloom * NoiseFactor;
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}
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// darken
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else
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{
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texelA = min(texel, texelA);
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texelB = min(texel, texelB);
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texelC = min(texel, texelC);
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texelD = min(texel, texelD);
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texelE = min(texel, texelE);
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texelF = min(texel, texelF);
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texelG = min(texel, texelG);
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texelH = min(texel, texelH);
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blend = texel * params.Level0Weight;
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blend = mix(blend, texelA, params.Level1Weight * params.BloomScale);
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blend = mix(blend, texelB, params.Level2Weight * params.BloomScale);
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blend = mix(blend, texelC, params.Level3Weight * params.BloomScale);
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blend = mix(blend, texelD, params.Level4Weight * params.BloomScale);
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blend = mix(blend, texelE, params.Level5Weight * params.BloomScale);
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blend = mix(blend, texelF, params.Level6Weight * params.BloomScale);
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blend = mix(blend, texelG, params.Level7Weight * params.BloomScale);
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blend = mix(blend, texelH, params.Level8Weight * params.BloomScale);
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}
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FragColor = vec4(blend, 1.0);
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}
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64
test/nonfunctional/shaders/mame/mame_chroma.slang
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test/nonfunctional/shaders/mame/mame_chroma.slang
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#version 450
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// license:BSD-3-Clause
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// copyright-holders:W. M. Martinez
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//-----------------------------------------------------------------------------
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// Phosphor Chromaticity to sRGB Transform Effect
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//-----------------------------------------------------------------------------
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define DiffuseSampler Source
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#define mul(a,b) (b*a)
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const vec3 YGain = vec3(0.2126, 0.7152, 0.0722);
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const vec2 ChromaA = vec2(0.630, 0.340);
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const vec2 ChromaB = vec2(0.310, 0.595);
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const vec2 ChromaC = vec2(0.155, 0.070);
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const mat3 XYZ_TO_sRGB = mat3(
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3.2406, -1.5372, -0.4986,
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-0.9689, 1.8758, 0.0415,
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0.0557, -0.2040, 1.0570);
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void main()
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{
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vec4 cin = texture(DiffuseSampler, vTexCoord);
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vec4 cout = vec4(0.0, 0.0, 0.0, cin.a);
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mat3x2 xy = { ChromaA, ChromaB, ChromaC };
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for (int i = 0; i < 3; ++i) {
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float Y = YGain[i] * cin[i];
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float X = xy[i].x * (Y / xy[i].y);
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float Z = (1.0 - xy[i].x - xy[i].y) * (Y / xy[i].y);
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cout.rgb += mul(XYZ_TO_sRGB, vec3(X, Y, Z));
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}
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FragColor = cout;
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}
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89
test/nonfunctional/shaders/mame/mame_color.slang
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89
test/nonfunctional/shaders/mame/mame_color.slang
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#version 450
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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// Color-Convolution Effect
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//-----------------------------------------------------------------------------
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float col_red;
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float col_grn;
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float col_blu;
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float col_offset_x;
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float col_offset_y;
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float col_offset_z;
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float col_scale_x;
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float col_scale_y;
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float col_scale_z;
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float col_saturation;
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} params;
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#pragma parameter col_red "Red Shift" 1.0 0.0 1.0 0.01
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#pragma parameter col_grn "Green Shift" 1.0 0.0 1.0 0.01
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#pragma parameter col_blu "Blue Shift" 1.0 0.0 1.0 0.01
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#pragma parameter col_offset_x "Offset X" 0.0 0.0 1.0 0.01
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#pragma parameter col_offset_y "Offset Y" 0.0 0.0 1.0 0.01
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#pragma parameter col_offset_z "Offset Z" 0.0 0.0 1.0 0.01
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#pragma parameter col_scale_x "Scale X" 1.0 0.0 1.0 0.01
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#pragma parameter col_scale_y "Scale Y" 1.0 0.0 1.0 0.01
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#pragma parameter col_scale_z "Scale Z" 1.0 0.0 1.0 0.01
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#pragma parameter col_saturation "Saturation" 1.0 0.0 0.01
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define DiffuseSampler Source
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vec3 RedRatios = vec3(params.col_red, 0.0f, 0.0f);
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vec3 GrnRatios = vec3(0.0f, params.col_grn, 0.0f);
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vec3 BluRatios = vec3(0.0f, 0.0f, params.col_blu);
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vec3 Offset = vec3(params.col_offset_x, params.col_offset_y, params.col_offset_z);
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vec3 Scale = vec3(params.col_scale_x, params.col_scale_y, params.col_scale_z);
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float Saturation = params.col_saturation;
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void main()
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{
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vec4 BaseTexel = texture(DiffuseSampler, vTexCoord);
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vec3 OutRGB = BaseTexel.rgb;
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// RGB Tint & Shift
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float ShiftedRed = dot(OutRGB, RedRatios);
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float ShiftedGrn = dot(OutRGB, GrnRatios);
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float ShiftedBlu = dot(OutRGB, BluRatios);
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// RGB Scale & Offset
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vec3 OutTexel = vec3(ShiftedRed, ShiftedGrn, ShiftedBlu) * Scale + Offset;
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// Saturation
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vec3 Grayscale = vec3(0.299f, 0.587f, 0.114f);
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float OutLuma = dot(OutTexel, Grayscale);
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vec3 OutChroma = OutTexel - OutLuma;
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vec3 Saturated = OutLuma + OutChroma * Saturation;
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FragColor = vec4(Saturated, BaseTexel.a);
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}
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103
test/nonfunctional/shaders/mame/mame_deconverge.slang
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103
test/nonfunctional/shaders/mame/mame_deconverge.slang
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#version 450
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// license:BSD-3-Clause
|
||||
// copyright-holders:Ryan Holtz,ImJezze
|
||||
//-----------------------------------------------------------------------------
|
||||
// Deconvergence Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float converge_x_r;
|
||||
float converge_x_g;
|
||||
float converge_x_b;
|
||||
float converge_y_r;
|
||||
float converge_y_g;
|
||||
float converge_y_b;
|
||||
float radial_conv_x_r;
|
||||
float radial_conv_x_g;
|
||||
float radial_conv_x_b;
|
||||
float radial_conv_y_r;
|
||||
float radial_conv_y_g;
|
||||
float radial_conv_y_b;
|
||||
} params;
|
||||
|
||||
#pragma parameter converge_x_r "Convergence X Red" 0.0 -100.0 100.0 0.5
|
||||
#pragma parameter converge_x_g "Convergence X Green" 0.0 -100.0 100.0 0.5
|
||||
#pragma parameter converge_x_b "Convergence X Blue" 0.0 -100.0 100.0 0.5
|
||||
#pragma parameter converge_y_r "Convergence Y Red" 0.0 -100.0 100.0 0.5
|
||||
#pragma parameter converge_y_g "Convergence Y Green" 0.0 -100.0 100.0 0.5
|
||||
#pragma parameter converge_y_b "Convergence Y Blue" 0.0 -100.0 100.0 0.5
|
||||
#pragma parameter radial_conv_x_r "Radial Conv X Red" 0.0 -100.0 100.0 0.5
|
||||
#pragma parameter radial_conv_x_g "Radial Conv X Green" 0.0 -100.0 100.0 0.5
|
||||
#pragma parameter radial_conv_x_b "Radial Conv X Blue" 0.0 -100.0 100.0 0.5
|
||||
#pragma parameter radial_conv_y_r "Radial Conv Y Red" 0.0 -100.0 100.0 0.5
|
||||
#pragma parameter radial_conv_y_g "Radial Conv Y Green" 0.0 -100.0 100.0 0.5
|
||||
#pragma parameter radial_conv_y_b "Radial Conv Y Blue" 0.0 -100.0 100.0 0.5
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
vec3 ConvergeX = vec3(params.converge_x_r, params.converge_x_g, params.converge_x_b);
|
||||
vec3 ConvergeY = vec3(params.converge_y_r, params.converge_y_g, params.converge_y_b);
|
||||
vec3 RadialConvergeX = vec3(params.radial_conv_x_r, params.radial_conv_x_g, params.radial_conv_x_b);
|
||||
vec3 RadialConvergeY = vec3(params.radial_conv_y_r, params.radial_conv_y_g, params.radial_conv_y_b);
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec3 TexCoordX;
|
||||
layout(location = 1) out vec3 TexCoordY;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
|
||||
// imaginary texel dimensions independed from screen dimension, but ratio
|
||||
vec2 TexelDims = vec2(1.0f / 1024.);
|
||||
|
||||
TexCoordX = TexCoord.xxx;
|
||||
TexCoordY = TexCoord.yyy;
|
||||
|
||||
// center coordinates
|
||||
TexCoordX -= 0.5f;
|
||||
TexCoordY -= 0.5f;
|
||||
|
||||
// radial converge offset to "translate" the most outer pixel as thay would be translated by the linar converge with the same amount
|
||||
vec2 radialConvergeOffset = vec2(2.0);
|
||||
|
||||
// radial converge
|
||||
TexCoordX *= 1.0f + RadialConvergeX * TexelDims.xxx * radialConvergeOffset.xxx;
|
||||
TexCoordY *= 1.0f + RadialConvergeY * TexelDims.yyy * radialConvergeOffset.yyy;
|
||||
|
||||
// un-center coordinates
|
||||
TexCoordX += 0.5f;
|
||||
TexCoordY += 0.5f;
|
||||
|
||||
// linear converge
|
||||
TexCoordX += ConvergeX * TexelDims.xxx;
|
||||
TexCoordY += ConvergeY * TexelDims.yyy;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec3 TexCoordX;
|
||||
layout(location = 1) in vec3 TexCoordY;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#define DiffuseSampler Source
|
||||
|
||||
void main()
|
||||
{
|
||||
float r = texture(DiffuseSampler, vec2(TexCoordX.x, TexCoordY.x)).r;
|
||||
float g = texture(DiffuseSampler, vec2(TexCoordX.y, TexCoordY.y)).g;
|
||||
float b = texture(DiffuseSampler, vec2(TexCoordX.z, TexCoordY.z)).b;
|
||||
|
||||
FragColor = vec4(r, g, b, 1.0);
|
||||
}
|
314
test/nonfunctional/shaders/mame/mame_distortion.slang
Normal file
314
test/nonfunctional/shaders/mame/mame_distortion.slang
Normal file
|
@ -0,0 +1,314 @@
|
|||
#version 450
|
||||
|
||||
// license:BSD-3-Clause
|
||||
// copyright-holders:ImJezze
|
||||
//-----------------------------------------------------------------------------
|
||||
// Distortion Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float distortion_amount;
|
||||
float cubic_distortion_amount;
|
||||
float distort_corner_amount;
|
||||
float round_corner_amount;
|
||||
float smooth_border_amount;
|
||||
float vignette_amount;
|
||||
float reflection_amount;
|
||||
float reflection_col_r;
|
||||
float reflection_col_g;
|
||||
float reflection_col_b;
|
||||
float swapxy;
|
||||
float target_scale;
|
||||
} params;
|
||||
|
||||
#pragma parameter distortion_amount "Distortion Amount" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter cubic_distortion_amount "Cubic Dist. Amt" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter distort_corner_amount "Corner Dist. Amt" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter round_corner_amount "Corner Rounding" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter smooth_border_amount "Border Smoothing" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter vignette_amount "Vignetting Amount" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter reflection_amount "Reflection Amount" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter reflection_col_r "Reflection Color R" 1.0 0.0 1.0 0.01
|
||||
#pragma parameter reflection_col_g "Reflection Color G" 0.9 0.0 1.0 0.01
|
||||
#pragma parameter reflection_col_b "Reflection Color B" 0.8 0.0 1.0 0.01
|
||||
|
||||
#pragma parameter swapxy "Swap X and Y" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter target_scale "Target Scale" 1.0 1.0 10.0 1.0
|
||||
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define mul(a,b) (b*a)
|
||||
const int ScreenCount = 1;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Constants
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
const float Epsilon = 1.0e-7f;
|
||||
const float PI = 3.1415927f;
|
||||
const float E = 2.7182817f;
|
||||
const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
|
||||
const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Functions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
|
||||
float random(vec2 seed)
|
||||
{
|
||||
// irrationals for pseudo randomness
|
||||
vec2 i = vec2(Gelfond, GelfondSchneider);
|
||||
|
||||
return fract(cos(dot(seed, i)) * 123456.0f);
|
||||
}
|
||||
|
||||
// www.dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/
|
||||
float normalizedSigmoid(float n, float k)
|
||||
{
|
||||
// valid for n and k in range of -1.0 and 1.0
|
||||
return (n - n * k) / (k - abs(n) * 2.0f * k + 1);
|
||||
}
|
||||
|
||||
// www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
|
||||
float roundBox(vec2 p, vec2 b, float r)
|
||||
{
|
||||
return length(max(abs(p) - b + r, 0.0f)) - r;
|
||||
}
|
||||
|
||||
#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;
|
||||
|
||||
#define DiffuseSampler Source
|
||||
|
||||
float DistortionAmount = params.distortion_amount; // k - quartic distortion coefficient
|
||||
float CubicDistortionAmount = params.cubic_distortion_amount; // kcube - cubic distortion modifier
|
||||
float DistortCornerAmount = params.distort_corner_amount;
|
||||
float RoundCornerAmount = params.round_corner_amount;
|
||||
float SmoothBorderAmount = params.smooth_border_amount;
|
||||
float VignettingAmount = params.vignette_amount;
|
||||
float ReflectionAmount = params.reflection_amount;
|
||||
vec3 LightReflectionColor = vec3(params.reflection_col_r, params.reflection_col_g, params.reflection_col_b); // color temperature 5.000 Kelvin
|
||||
|
||||
bool SwapXY = bool(params.swapxy);
|
||||
vec2 QuadDims = params.SourceSize.xy;
|
||||
vec2 TargetDims = params.SourceSize.xy;
|
||||
float TargetScale = params.target_scale;
|
||||
|
||||
float GetNoiseFactor(vec3 n, float random)
|
||||
{
|
||||
// smaller n become more noisy
|
||||
return 1.0f + random * max(0.0f, 0.25f * pow(E, -8 * n.x));
|
||||
}
|
||||
|
||||
float GetVignetteFactor(vec2 coord, float amount)
|
||||
{
|
||||
vec2 VignetteCoord = coord;
|
||||
|
||||
float VignetteLength = length(VignetteCoord);
|
||||
float VignetteBlur = (amount * 0.75f) + 0.25;
|
||||
|
||||
// 0.5 full screen fitting circle
|
||||
float VignetteRadius = 1.0f - (amount * 0.25f);
|
||||
float Vignette = smoothstep(VignetteRadius, VignetteRadius - VignetteBlur, VignetteLength);
|
||||
|
||||
return saturate(Vignette);
|
||||
}
|
||||
|
||||
float GetSpotAddend(vec2 coord, float amount)
|
||||
{
|
||||
vec2 SpotCoord = coord;
|
||||
|
||||
// upper right quadrant
|
||||
vec2 spotOffset = vec2(-0.25f, 0.25f);
|
||||
|
||||
// normalized screen canvas ratio
|
||||
vec2 CanvasRatio = SwapXY
|
||||
? vec2(1.0f, QuadDims.x / QuadDims.y)
|
||||
: vec2(1.0f, QuadDims.y / QuadDims.x);
|
||||
|
||||
SpotCoord += spotOffset;
|
||||
SpotCoord *= CanvasRatio;
|
||||
|
||||
float SpotBlur = amount;
|
||||
|
||||
// 0.5 full screen fitting circle
|
||||
float SpotRadius = amount * 0.75f;
|
||||
float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord));
|
||||
|
||||
float SigmoidSpot = amount * normalizedSigmoid(Spot, 0.75);
|
||||
|
||||
// increase strength by 100%
|
||||
SigmoidSpot = SigmoidSpot * 2.0f;
|
||||
|
||||
return saturate(SigmoidSpot);
|
||||
}
|
||||
|
||||
float GetBoundsFactor(vec2 coord, vec2 bounds, float radiusAmount, float smoothAmount)
|
||||
{
|
||||
// reduce smooth amount down to radius amount
|
||||
smoothAmount = min(smoothAmount, radiusAmount);
|
||||
|
||||
float range = min(bounds.x, bounds.y);
|
||||
float amountMinimum = 1.0f / range;
|
||||
float radius = range * max(radiusAmount, amountMinimum);
|
||||
float smooth_ = 1.0f / (range * max(smoothAmount, amountMinimum * 2.0f));
|
||||
|
||||
// compute box
|
||||
float box = roundBox(bounds * (coord * 2.0f), bounds, radius);
|
||||
|
||||
// apply smooth
|
||||
box *= smooth_;
|
||||
box += 1.0f - pow(smooth_ * 0.5f, 0.5f);
|
||||
|
||||
float border = smoothstep(1.0f, 0.0f, box);
|
||||
|
||||
return saturate(border);
|
||||
}
|
||||
|
||||
// www.francois-tarlier.com/blog/cubic-lens-distortion-shader/
|
||||
vec2 GetDistortedCoords(vec2 centerCoord, float amount, float amountCube)
|
||||
{
|
||||
// lens distortion coefficient
|
||||
float k = amount;
|
||||
|
||||
// cubic distortion value
|
||||
float kcube = amountCube;
|
||||
|
||||
// compute cubic distortion factor
|
||||
float r2 = centerCoord.x * centerCoord.x + centerCoord.y * centerCoord.y;
|
||||
float f = kcube == 0.0f
|
||||
? 1.0f + r2 * k
|
||||
: 1.0f + r2 * (k + kcube * sqrt(r2));
|
||||
|
||||
// fit screen bounds
|
||||
f /= 1.0f + amount * 0.25f + amountCube * 0.125f;
|
||||
|
||||
// apply cubic distortion factor
|
||||
centerCoord *= f;
|
||||
|
||||
return centerCoord;
|
||||
}
|
||||
|
||||
vec2 GetTextureCoords(vec2 coord, float distortionAmount, float cubicDistortionAmount)
|
||||
{
|
||||
// center coordinates
|
||||
coord -= 0.5f;
|
||||
|
||||
// distort coordinates
|
||||
coord = GetDistortedCoords(coord, distortionAmount, cubicDistortionAmount);
|
||||
|
||||
// un-center coordinates
|
||||
coord += 0.5f;
|
||||
|
||||
return coord;
|
||||
}
|
||||
|
||||
vec2 GetQuadCoords(vec2 coord, vec2 scale, float distortionAmount, float cubicDistortionAmount)
|
||||
{
|
||||
// center coordinates
|
||||
coord -= 0.5f;
|
||||
|
||||
// apply scale
|
||||
coord *= scale;
|
||||
|
||||
// distort coordinates
|
||||
coord = GetDistortedCoords(coord, distortionAmount, cubicDistortionAmount);
|
||||
|
||||
return coord;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// image distortion
|
||||
float distortionAmount = DistortionAmount;
|
||||
float cubicDistortionAmount = CubicDistortionAmount > 0.0f
|
||||
? CubicDistortionAmount * 1.1f // cubic distortion need to be a little higher to compensate the quartic distortion
|
||||
: CubicDistortionAmount * 1.2f; // negativ values even more
|
||||
|
||||
// corner distortion at least by the amount of the image distorition
|
||||
float distortCornerAmount = max(DistortCornerAmount, DistortionAmount + CubicDistortionAmount);
|
||||
|
||||
float roundCornerAmount = RoundCornerAmount * 0.5f;
|
||||
float smoothBorderAmount = SmoothBorderAmount * 0.5f;
|
||||
|
||||
vec2 TexelDims = 1.0f / TargetDims;
|
||||
|
||||
// base-target dimensions (without oversampling)
|
||||
vec2 BaseTargetDims = TargetDims / TargetScale;
|
||||
BaseTargetDims = SwapXY
|
||||
? BaseTargetDims.yx
|
||||
: BaseTargetDims.xy;
|
||||
|
||||
// base-target/quad difference scale
|
||||
vec2 BaseTargetQuadScale = (ScreenCount == 1)
|
||||
? BaseTargetDims / QuadDims // keeps the coords inside of the quad bounds of a single screen
|
||||
: vec2(1.0);
|
||||
|
||||
// Screen Texture Curvature
|
||||
vec2 BaseCoord = GetTextureCoords(vTexCoord, distortionAmount, cubicDistortionAmount);
|
||||
|
||||
// Screen Quad Curvature
|
||||
vec2 QuadCoord = GetQuadCoords(vTexCoord, BaseTargetQuadScale, distortCornerAmount, 0.0f);
|
||||
/*
|
||||
// clip border
|
||||
if (BaseCoord.x < 0.0f - TexelDims.x || BaseCoord.y < 0.0f - TexelDims.y ||
|
||||
BaseCoord.x > 1.0f + TexelDims.x || BaseCoord.y > 1.0f + TexelDims.y)
|
||||
{
|
||||
// we don't use the clip function, because we don't clear the render target before
|
||||
return vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
*/
|
||||
|
||||
// Color
|
||||
vec4 BaseColor = texture(DiffuseSampler, BaseCoord);
|
||||
BaseColor.a = 1.0f;
|
||||
|
||||
// Vignetting Simulation
|
||||
vec2 VignetteCoord = QuadCoord;
|
||||
|
||||
float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount);
|
||||
BaseColor.rgb *= VignetteFactor;
|
||||
|
||||
// Light Reflection Simulation
|
||||
vec2 SpotCoord = QuadCoord;
|
||||
|
||||
vec3 SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount) * LightReflectionColor;
|
||||
BaseColor.rgb += SpotAddend * GetNoiseFactor(SpotAddend, random(SpotCoord));
|
||||
|
||||
// Round Corners Simulation
|
||||
vec2 RoundCornerCoord = QuadCoord;
|
||||
vec2 RoundCornerBounds = (ScreenCount == 1)
|
||||
? QuadDims // align corners to quad bounds of a single screen
|
||||
: BaseTargetDims; // align corners to target bounds of multiple screens
|
||||
RoundCornerBounds = SwapXY
|
||||
? RoundCornerBounds.yx
|
||||
: RoundCornerBounds.xy;
|
||||
|
||||
float roundCornerFactor = GetBoundsFactor(RoundCornerCoord, RoundCornerBounds, roundCornerAmount, smoothBorderAmount);
|
||||
BaseColor.rgb *= roundCornerFactor;
|
||||
|
||||
FragColor = BaseColor;
|
||||
}
|
63
test/nonfunctional/shaders/mame/mame_downsample.slang
Normal file
63
test/nonfunctional/shaders/mame/mame_downsample.slang
Normal file
|
@ -0,0 +1,63 @@
|
|||
#version 450
|
||||
|
||||
// license:BSD-3-Clause
|
||||
// copyright-holders:Ryan Holtz,ImJezze
|
||||
//-----------------------------------------------------------------------------
|
||||
// Downsample Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
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;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec4 TexCoord01;
|
||||
layout(location = 1) out vec4 TexCoord23;
|
||||
|
||||
const vec2 Coord0Offset = vec2(-0.5f, -0.5f);
|
||||
const vec2 Coord1Offset = vec2( 0.5f, -0.5f);
|
||||
const vec2 Coord2Offset = vec2(-0.5f, 0.5f);
|
||||
const vec2 Coord3Offset = vec2( 0.5f, 0.5f);
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
|
||||
vec2 HalfTargetTexelDims = 0.5 * params.SourceSize.zw;
|
||||
|
||||
TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims;
|
||||
TexCoord01.zw = TexCoord + Coord1Offset * HalfTargetTexelDims;
|
||||
TexCoord23.xy = TexCoord + Coord2Offset * HalfTargetTexelDims;
|
||||
TexCoord23.zw = TexCoord + Coord3Offset * HalfTargetTexelDims;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec4 TexCoord01;
|
||||
layout(location = 1) in vec4 TexCoord23;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#define DiffuseSampler Source
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 texel0 = texture(DiffuseSampler, TexCoord01.xy).rgb;
|
||||
vec3 texel1 = texture(DiffuseSampler, TexCoord01.zw).rgb;
|
||||
vec3 texel2 = texture(DiffuseSampler, TexCoord23.xy).rgb;
|
||||
vec3 texel3 = texture(DiffuseSampler, TexCoord23.zw).rgb;
|
||||
|
||||
vec3 outTexel = (texel0 + texel1 + texel2 + texel3) / 4.0;
|
||||
|
||||
FragColor = vec4(outTexel, 1.0);
|
||||
}
|
79
test/nonfunctional/shaders/mame/mame_focus.slang
Normal file
79
test/nonfunctional/shaders/mame/mame_focus.slang
Normal file
|
@ -0,0 +1,79 @@
|
|||
#version 450
|
||||
|
||||
// license:BSD-3-Clause
|
||||
// copyright-holders:Ryan Holtz,ImJezze
|
||||
//-----------------------------------------------------------------------------
|
||||
// Defocus Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float defocus_x;
|
||||
float defocus_y;
|
||||
} params;
|
||||
|
||||
#pragma parameter defocus_x "Defocus X Axis" 0.0 0.0 10.0 0.1
|
||||
#pragma parameter defocus_y "Defocus Y Axis" 0.0 0.0 10.0 0.1
|
||||
|
||||
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;
|
||||
|
||||
#define DiffuseSampler Source
|
||||
|
||||
vec2 Defocus = vec2(params.defocus_x, params.defocus_y);
|
||||
|
||||
// previously this pass was applied two times with offsets of 0.25, 0.5, 0.75, 1.0
|
||||
// now this pass is applied only once with offsets of 0.25, 0.55, 1.0, 1.6 to achieve the same appearance as before till a maximum defocus of 2.0
|
||||
const vec2 CoordOffset8[8] =
|
||||
vec2[8](
|
||||
// 0.075x² + 0.225x + 0.25
|
||||
vec2(-1.60f, 0.25f),
|
||||
vec2(-1.00f, -0.55f),
|
||||
vec2(-0.55f, 1.00f),
|
||||
vec2(-0.25f, -1.60f),
|
||||
vec2( 0.25f, 1.60f),
|
||||
vec2( 0.55f, -1.00f),
|
||||
vec2( 1.00f, 0.55f),
|
||||
vec2( 1.60f, -0.25f)
|
||||
);
|
||||
|
||||
void main()
|
||||
{
|
||||
// imaginary texel dimensions independed from source and target dimension
|
||||
vec2 TexelDims = vec2(1.0f / 1024.0f);
|
||||
|
||||
vec2 DefocusTexelDims = Defocus * TexelDims;
|
||||
|
||||
vec3 texel = texture(DiffuseSampler, vTexCoord).rgb;
|
||||
float samples = 1.0f;
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
texel += texture(DiffuseSampler, vTexCoord + CoordOffset8[i] * DefocusTexelDims).rgb;
|
||||
samples += 1.0f;
|
||||
}
|
||||
|
||||
FragColor = vec4(texel / samples, 1.0);
|
||||
}
|
|
@ -1,161 +0,0 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
|
||||
|
||||
Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@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(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
uint FrameCount;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
/* VERTEX_SHADER */
|
||||
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;
|
||||
|
||||
#define JINC2_WINDOW_SINC 0.42
|
||||
#define JINC2_SINC 0.92
|
||||
#define JINC2_AR_STRENGTH 0.0
|
||||
// END PARAMETERS //
|
||||
|
||||
/*
|
||||
This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5,
|
||||
where r1 and r2 are the first two zeros of jinc function.
|
||||
For a jinc 2-lobe best approximation, use A=0.5 and B=0.825.
|
||||
*/
|
||||
|
||||
// A=0.5, B=0.825 is the best jinc approximation for x<2.5. if B=1.0, it's a lanczos filter.
|
||||
// Increase A to get more blur. Decrease it to get a sharper picture.
|
||||
// B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns.
|
||||
|
||||
#define halfpi 1.5707963267948966192313216916398
|
||||
#define pi 3.1415926535897932384626433832795
|
||||
#define wa (JINC2_WINDOW_SINC*pi)
|
||||
#define wb (JINC2_SINC*pi)
|
||||
|
||||
vec3 Y = vec3(0.299, 0.587, 0.114);
|
||||
|
||||
// Calculates the distance between two points
|
||||
float d(vec2 pt1, vec2 pt2)
|
||||
{
|
||||
vec2 v = pt2 - pt1;
|
||||
return sqrt(dot(v, v));
|
||||
}
|
||||
|
||||
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return min(a, min(b, min(c, d)));
|
||||
}
|
||||
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return max(a, max(b, max(c, d)));
|
||||
}
|
||||
|
||||
vec4 resampler(vec4 x)
|
||||
{
|
||||
return (x == vec4(0.0)) ? vec4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 dx = vec2(1.0, 0.0);
|
||||
vec2 dy = vec2(0.0, 1.0);
|
||||
|
||||
vec2 pc = vTexCoord*global.SourceSize.xy;
|
||||
|
||||
vec2 tc = (floor(pc - vec2(0.5, 0.5)) + vec2(0.5, 0.5));
|
||||
|
||||
mat4x4 weights = mat4x4(
|
||||
resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy))),
|
||||
resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx ))),
|
||||
resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy))),
|
||||
resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)))
|
||||
);
|
||||
//weights[0][0] = weights[0][3] = weights[3][0] = weights[3][3] = 0.0;
|
||||
|
||||
dx = dx*global.SourceSize.zw;
|
||||
dy = dy*global.SourceSize.zw;
|
||||
tc = tc*global.SourceSize.zw;
|
||||
|
||||
// reading the texels
|
||||
vec3 c00 = texture(Source, tc -dx -dy).xyz;
|
||||
vec3 c10 = texture(Source, tc -dy).xyz;
|
||||
vec3 c20 = texture(Source, tc +dx -dy).xyz;
|
||||
vec3 c30 = texture(Source, tc+2.0*dx -dy).xyz;
|
||||
vec3 c01 = texture(Source, tc -dx ).xyz;
|
||||
vec3 c11 = texture(Source, tc ).xyz;
|
||||
vec3 c21 = texture(Source, tc +dx ).xyz;
|
||||
vec3 c31 = texture(Source, tc+2.0*dx ).xyz;
|
||||
vec3 c02 = texture(Source, tc -dx +dy).xyz;
|
||||
vec3 c12 = texture(Source, tc +dy).xyz;
|
||||
vec3 c22 = texture(Source, tc +dx +dy).xyz;
|
||||
vec3 c32 = texture(Source, tc+2.0*dx +dy).xyz;
|
||||
vec3 c03 = texture(Source, tc -dx+2.0*dy).xyz;
|
||||
vec3 c13 = texture(Source, tc +2.0*dy).xyz;
|
||||
vec3 c23 = texture(Source, tc +dx+2.0*dy).xyz;
|
||||
vec3 c33 = texture(Source, tc+2.0*dx+2.0*dy).xyz;
|
||||
|
||||
vec3 color;
|
||||
color = mat4x3(c00, c10, c20, c30) * weights[0];
|
||||
color+= mat4x3(c01, c11, c21, c31) * weights[1];
|
||||
color+= mat4x3(c02, c12, c22, c32) * weights[2];
|
||||
color+= mat4x3(c03, c13, c23, c33) * weights[3];
|
||||
color = color / dot( vec4(1.0) * weights, vec4(1.0) );
|
||||
|
||||
// Anti-ringing
|
||||
// Get min/max samples
|
||||
pc = vTexCoord;
|
||||
c00 = texture(Source, pc ).xyz;
|
||||
c11 = texture(Source, pc +dx ).xyz;
|
||||
c21 = texture(Source, pc -dx ).xyz;
|
||||
c12 = texture(Source, pc +dy).xyz;
|
||||
c22 = texture(Source, pc -dy).xyz;
|
||||
|
||||
|
||||
vec3 min_sample = min4(c11, c21, c12, c22);
|
||||
vec3 max_sample = max4(c11, c21, c12, c22);
|
||||
min_sample = min(min_sample, c00);
|
||||
max_sample = max(max_sample, c00);
|
||||
|
||||
vec3 aux = color;
|
||||
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
color = mix(aux, color, JINC2_AR_STRENGTH);
|
||||
|
||||
// final sum and weight normalization
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
#define XBR_EDGE_STR 0.6
|
||||
#define XBR_WEIGHT 1.0
|
||||
#define XBR_ANTI_RINGING 1.0
|
|
@ -1,201 +0,0 @@
|
|||
#version 450
|
||||
#include "super-xbr-params.inc"
|
||||
|
||||
/*
|
||||
|
||||
******* Super XBR Shader - pass0 *******
|
||||
|
||||
Copyright (c) 2015 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(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
uint FrameCount;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec4 t1;
|
||||
layout(location = 2) out vec4 t2;
|
||||
layout(location = 3) out vec4 t3;
|
||||
layout(location = 4) out vec4 t4;
|
||||
|
||||
|
||||
/* VERTEX_SHADER */
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
|
||||
vec2 ps = vec2(global.SourceSize.z, global.SourceSize.w);
|
||||
float dx = ps.x;
|
||||
float dy = ps.y;
|
||||
|
||||
t1 = vTexCoord.xyxy + vec4(-dx, -dy, 2.0*dx, 2.0*dy);
|
||||
t2 = vTexCoord.xyxy + vec4( 0, -dy, dx, 2.0*dy);
|
||||
t3 = vTexCoord.xyxy + vec4(-dx, 0, 2.0*dx, dy);
|
||||
t4 = vTexCoord.xyxy + vec4( 0, 0, dx, dy);
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec4 t1;
|
||||
layout(location = 2) in vec4 t2;
|
||||
layout(location = 3) in vec4 t3;
|
||||
layout(location = 4) in vec4 t4;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#define wp1 1.0
|
||||
#define wp2 0.0
|
||||
#define wp3 0.0
|
||||
#define wp4 2.0
|
||||
#define wp5 -1.0
|
||||
#define wp6 0.0
|
||||
|
||||
#define weight1 (XBR_WEIGHT*1.29633/10.0)
|
||||
#define weight2 (XBR_WEIGHT*1.75068/10.0/2.0)
|
||||
|
||||
vec3 Y = vec3(.2126, .7152, .0722);
|
||||
|
||||
float RGBtoYUV(vec3 color)
|
||||
{
|
||||
return dot(color, Y);
|
||||
}
|
||||
|
||||
float df(float A, float B)
|
||||
{
|
||||
return abs(A-B);
|
||||
}
|
||||
|
||||
/*
|
||||
P1
|
||||
|P0|B |C |P1| C F4 |a0|b1|c2|d3|
|
||||
|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
|
||||
|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
|
||||
|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
|
||||
G H5
|
||||
P2
|
||||
*/
|
||||
|
||||
float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1,
|
||||
float d2, float d3, float e1, float e2, float e3, float f2, float f3)
|
||||
{
|
||||
return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) +
|
||||
wp2*(df(d2,d3) + df(d0,d1)) +
|
||||
wp3*(df(d1,d3) + df(d0,d2)) +
|
||||
wp4* df(d1,d2) +
|
||||
wp5*(df(c0,c2) + df(e1,e3)) +
|
||||
wp6*(df(b0,b1) + df(f2,f3)));
|
||||
}
|
||||
|
||||
float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2,
|
||||
float e3, float e4)
|
||||
{
|
||||
return (wp4*(df(i1,i2) + df(i3,i4)) +
|
||||
wp1*(df(i1,e1) + df(i2,e2) + df(i3,e3) + df(i4,e4)) +
|
||||
wp3*(df(i1,e2) + df(i3,e4) + df(e1,i2) + df(e3,i4)));
|
||||
}
|
||||
|
||||
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return min(a, min(b, min(c, d)));
|
||||
}
|
||||
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return max(a, max(b, max(c, d)));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 P0 = texture(Source, t1.xy).xyz;
|
||||
vec3 P1 = texture(Source, t1.zy).xyz;
|
||||
vec3 P2 = texture(Source, t1.xw).xyz;
|
||||
vec3 P3 = texture(Source, t1.zw).xyz;
|
||||
|
||||
vec3 B = texture(Source, t2.xy).xyz;
|
||||
vec3 C = texture(Source, t2.zy).xyz;
|
||||
vec3 H5 = texture(Source, t2.xw).xyz;
|
||||
vec3 I5 = texture(Source, t2.zw).xyz;
|
||||
|
||||
vec3 D = texture(Source, t3.xy).xyz;
|
||||
vec3 F4 = texture(Source, t3.zy).xyz;
|
||||
vec3 G = texture(Source, t3.xw).xyz;
|
||||
vec3 I4 = texture(Source, t3.zw).xyz;
|
||||
|
||||
vec3 E = texture(Source, t4.xy).xyz;
|
||||
vec3 F = texture(Source, t4.zy).xyz;
|
||||
vec3 H = texture(Source, t4.xw).xyz;
|
||||
vec3 I = texture(Source, t4.zw).xyz;
|
||||
|
||||
float b = RGBtoYUV( B );
|
||||
float c = RGBtoYUV( C );
|
||||
float d = RGBtoYUV( D );
|
||||
float e = RGBtoYUV( E );
|
||||
float f = RGBtoYUV( F );
|
||||
float g = RGBtoYUV( G );
|
||||
float h = RGBtoYUV( H );
|
||||
float i = RGBtoYUV( I );
|
||||
|
||||
float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 );
|
||||
float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 );
|
||||
float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 );
|
||||
float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 );
|
||||
|
||||
|
||||
/* Calc edgeness in diagonal directions. */
|
||||
float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) -
|
||||
d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 ));
|
||||
|
||||
/* Calc edgeness in horizontal/vertical directions. */
|
||||
float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) -
|
||||
hv_wd(e, f, h, i, d, f4, g, i4));
|
||||
|
||||
float limits = XBR_EDGE_STR + 0.000001;
|
||||
float edge_strength = smoothstep(0.0, limits, abs(d_edge));
|
||||
|
||||
/* Filter weights. Two taps only. */
|
||||
vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1);
|
||||
vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2);
|
||||
|
||||
/* Filtering and normalization in four direction generating four colors. */
|
||||
vec3 c1 = mat4x3( P2, H, F, P1 ) * w1;
|
||||
vec3 c2 = mat4x3( P0, E, I, P3 ) * w1;
|
||||
vec3 c3 = mat4x3(D+G, E+H, F+I, F4+I4) * w2;
|
||||
vec3 c4 = mat4x3(C+B, F+E, I+H, I5+H5) * w2;
|
||||
|
||||
/* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */
|
||||
vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1 - edge_strength);
|
||||
|
||||
/* Anti-ringing code. */
|
||||
vec3 min_sample = min4( E, F, H, I ) + (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
|
||||
vec3 max_sample = max4( E, F, H, I ) - (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
|
@ -1,191 +0,0 @@
|
|||
#version 450
|
||||
#include "super-xbr-params.inc"
|
||||
|
||||
/*
|
||||
|
||||
******* Super XBR Shader - pass1 *******
|
||||
|
||||
Copyright (c) 2015 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(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
uint FrameCount;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
/* VERTEX_SHADER */
|
||||
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;
|
||||
|
||||
#define wp1 1.0
|
||||
#define wp2 0.0
|
||||
#define wp3 0.0
|
||||
#define wp4 4.0
|
||||
#define wp5 0.0
|
||||
#define wp6 0.0
|
||||
|
||||
#define weight1 (XBR_WEIGHT*1.75068/10.0)
|
||||
#define weight2 (XBR_WEIGHT*1.29633/10.0/2.0)
|
||||
|
||||
const vec3 Y = vec3(.2126, .7152, .0722);
|
||||
|
||||
float RGBtoYUV(vec3 color)
|
||||
{
|
||||
return dot(color, Y);
|
||||
}
|
||||
|
||||
float df(float A, float B)
|
||||
{
|
||||
return abs(A-B);
|
||||
}
|
||||
|
||||
/*
|
||||
P1
|
||||
|P0|B |C |P1| C F4 |a0|b1|c2|d3|
|
||||
|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
|
||||
|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
|
||||
|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
|
||||
G H5
|
||||
P2
|
||||
*/
|
||||
|
||||
float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1,
|
||||
float d2, float d3, float e1, float e2, float e3, float f2, float f3)
|
||||
{
|
||||
return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) +
|
||||
wp2*(df(d2,d3) + df(d0,d1)) +
|
||||
wp3*(df(d1,d3) + df(d0,d2)) +
|
||||
wp4* df(d1,d2) +
|
||||
wp5*(df(c0,c2) + df(e1,e3)) +
|
||||
wp6*(df(b0,b1) + df(f2,f3)));
|
||||
}
|
||||
|
||||
float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2,
|
||||
float e3, float e4)
|
||||
{
|
||||
return (wp4*(df(i1,i2) + df(i3,i4)) +
|
||||
wp1*(df(i1,e1) + df(i2,e2) + df(i3,e3) + df(i4,e4)) +
|
||||
wp3*(df(i1,e2) + df(i3,e4) + df(e1,i2) + df(e3,i4)));
|
||||
}
|
||||
|
||||
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return min(a, min(b, min(c, d)));
|
||||
}
|
||||
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return max(a, max(b, max(c, d)));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//Skip pixels on wrong grid
|
||||
vec2 fp = fract(vTexCoord*global.SourceSize.xy);
|
||||
vec2 dir = fp - vec2(0.5, 0.5);
|
||||
if ((dir.x*dir.y) > 0.0)
|
||||
FragColor = (fp.x > 0.5) ? texture(Source, vTexCoord) : texture(Original, vTexCoord);
|
||||
|
||||
vec2 g1 = (fp.x>0.5) ? vec2(0.5*global.SourceSize.z, 0.0) : vec2(0.0, 0.5*global.SourceSize.w);
|
||||
vec2 g2 = (fp.x>0.5) ? vec2(0.0, 0.5*global.SourceSize.w) : vec2(0.5*global.SourceSize.z, 0.0);
|
||||
|
||||
vec3 P0 = texture(Original, vTexCoord -3.0*g1 ).xyz;
|
||||
vec3 P1 = texture( Source, vTexCoord -3.0*g2).xyz;
|
||||
vec3 P2 = texture( Source, vTexCoord +3.0*g2).xyz;
|
||||
vec3 P3 = texture(Original, vTexCoord +3.0*g1 ).xyz;
|
||||
|
||||
vec3 B = texture( Source, vTexCoord -2.0*g1 -g2).xyz;
|
||||
vec3 C = texture(Original, vTexCoord -g1 -2.0*g2).xyz;
|
||||
vec3 D = texture( Source, vTexCoord -2.0*g1 +g2).xyz;
|
||||
vec3 E = texture(Original, vTexCoord -g1 ).xyz;
|
||||
vec3 F = texture( Source, vTexCoord -g2).xyz;
|
||||
vec3 G = texture(Original, vTexCoord -g1 +2.0*g2).xyz;
|
||||
vec3 H = texture( Source, vTexCoord +g2).xyz;
|
||||
vec3 I = texture(Original, vTexCoord +g1 ).xyz;
|
||||
|
||||
vec3 F4 = texture(Original, vTexCoord +g1 -2.0*g2).xyz;
|
||||
vec3 I4 = texture( Source, vTexCoord +2.0*g1 -g2).xyz;
|
||||
vec3 H5 = texture(Original, vTexCoord +g1 +2.0*g2).xyz;
|
||||
vec3 I5 = texture( Source, vTexCoord +2.0*g1 +g2).xyz;
|
||||
|
||||
float b = RGBtoYUV( B );
|
||||
float c = RGBtoYUV( C );
|
||||
float d = RGBtoYUV( D );
|
||||
float e = RGBtoYUV( E );
|
||||
float f = RGBtoYUV( F );
|
||||
float g = RGBtoYUV( G );
|
||||
float h = RGBtoYUV( H );
|
||||
float i = RGBtoYUV( I );
|
||||
|
||||
float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 );
|
||||
float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 );
|
||||
float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 );
|
||||
float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 );
|
||||
|
||||
/* Calc edgeness in diagonal directions. */
|
||||
float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) -
|
||||
d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 ));
|
||||
|
||||
/* Calc edgeness in horizontal/vertical directions. */
|
||||
float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) -
|
||||
hv_wd(e, f, h, i, d, f4, g, i4));
|
||||
|
||||
float limits = XBR_EDGE_STR + 0.000001;
|
||||
float edge_strength = smoothstep(0.0, limits, abs(d_edge));
|
||||
|
||||
/* Filter weights. Two taps only. */
|
||||
vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1);
|
||||
vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2);
|
||||
|
||||
/* Filtering and normalization in four direction generating four colors. */
|
||||
vec3 c1 = mat4x3( P2, H, F, P1 ) * w1;
|
||||
vec3 c2 = mat4x3( P0, E, I, P3 ) * w1;
|
||||
vec3 c3 = mat4x3(D+G, E+H, F+I, F4+I4) * w2;
|
||||
vec3 c4 = mat4x3(C+B, F+E, I+H, I5+H5) * w2;
|
||||
|
||||
/* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */
|
||||
vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1 - edge_strength);
|
||||
|
||||
/* Anti-ringing code. */
|
||||
vec3 min_sample = min4( E, F, H, I ) + (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
|
||||
vec3 max_sample = max4( E, F, H, I ) - (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
|
@ -1,200 +0,0 @@
|
|||
#version 450
|
||||
#include "super-xbr-params.inc"
|
||||
|
||||
/*
|
||||
|
||||
******* Super XBR Shader - pass2 ******* This pass is optional.
|
||||
|
||||
Copyright (c) 2015 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(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
uint FrameCount;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec4 t1;
|
||||
layout(location = 2) out vec4 t2;
|
||||
layout(location = 3) out vec4 t3;
|
||||
layout(location = 4) out vec4 t4;
|
||||
|
||||
|
||||
/* VERTEX_SHADER */
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
|
||||
vec2 ps = vec2(global.SourceSize.z, global.SourceSize.w);
|
||||
float dx = ps.x;
|
||||
float dy = ps.y;
|
||||
|
||||
t1 = vTexCoord.xyxy + vec4(-2.0*dx, -2.0*dy, dx, dy);
|
||||
t2 = vTexCoord.xyxy + vec4( -dx, -2.0*dy, 0, dy);
|
||||
t3 = vTexCoord.xyxy + vec4(-2.0*dx, -dy, dx, 0);
|
||||
t4 = vTexCoord.xyxy + vec4( -dx, -dy, 0, 0);
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec4 t1;
|
||||
layout(location = 2) in vec4 t2;
|
||||
layout(location = 3) in vec4 t3;
|
||||
layout(location = 4) in vec4 t4;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#define wp1 1.0
|
||||
#define wp2 0.0
|
||||
#define wp3 0.0
|
||||
#define wp4 0.0
|
||||
#define wp5 -1.0
|
||||
#define wp6 0.0
|
||||
|
||||
#define weight1 (XBR_WEIGHT*1.29633/10.0)
|
||||
#define weight2 (XBR_WEIGHT*1.75068/10.0/2.0)
|
||||
|
||||
vec3 Y = vec3(.2126, .7152, .0722);
|
||||
|
||||
float RGBtoYUV(vec3 color)
|
||||
{
|
||||
return dot(color, Y);
|
||||
}
|
||||
|
||||
float df(float A, float B)
|
||||
{
|
||||
return abs(A-B);
|
||||
}
|
||||
|
||||
/*
|
||||
P1
|
||||
|P0|B |C |P1| C F4 |a0|b1|c2|d3|
|
||||
|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
|
||||
|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
|
||||
|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
|
||||
G H5
|
||||
P2
|
||||
*/
|
||||
|
||||
float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1,
|
||||
float d2, float d3, float e1, float e2, float e3, float f2, float f3)
|
||||
{
|
||||
return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) +
|
||||
wp2*(df(d2,d3) + df(d0,d1)) +
|
||||
wp3*(df(d1,d3) + df(d0,d2)) +
|
||||
wp4* df(d1,d2) +
|
||||
wp5*(df(c0,c2) + df(e1,e3)) +
|
||||
wp6*(df(b0,b1) + df(f2,f3)));
|
||||
}
|
||||
|
||||
float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2,
|
||||
float e3, float e4)
|
||||
{
|
||||
return (wp4*(df(i1,i2) + df(i3,i4)) +
|
||||
wp1*(df(i1,e1) + df(i2,e2) + df(i3,e3) + df(i4,e4)) +
|
||||
wp3*(df(i1,e2) + df(i3,e4) + df(e1,i2) + df(e3,i4)));
|
||||
}
|
||||
|
||||
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return min(a, min(b, min(c, d)));
|
||||
}
|
||||
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return max(a, max(b, max(c, d)));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 P0 = texture(Source, t1.xy).xyz;
|
||||
vec3 P1 = texture(Source, t1.zy).xyz;
|
||||
vec3 P2 = texture(Source, t1.xw).xyz;
|
||||
vec3 P3 = texture(Source, t1.zw).xyz;
|
||||
|
||||
vec3 B = texture(Source, t2.xy).xyz;
|
||||
vec3 C = texture(Source, t2.zy).xyz;
|
||||
vec3 H5 = texture(Source, t2.xw).xyz;
|
||||
vec3 I5 = texture(Source, t2.zw).xyz;
|
||||
|
||||
vec3 D = texture(Source, t3.xy).xyz;
|
||||
vec3 F4 = texture(Source, t3.zy).xyz;
|
||||
vec3 G = texture(Source, t3.xw).xyz;
|
||||
vec3 I4 = texture(Source, t3.zw).xyz;
|
||||
|
||||
vec3 E = texture(Source, t4.xy).xyz;
|
||||
vec3 F = texture(Source, t4.zy).xyz;
|
||||
vec3 H = texture(Source, t4.xw).xyz;
|
||||
vec3 I = texture(Source, t4.zw).xyz;
|
||||
|
||||
float b = RGBtoYUV( B );
|
||||
float c = RGBtoYUV( C );
|
||||
float d = RGBtoYUV( D );
|
||||
float e = RGBtoYUV( E );
|
||||
float f = RGBtoYUV( F );
|
||||
float g = RGBtoYUV( G );
|
||||
float h = RGBtoYUV( H );
|
||||
float i = RGBtoYUV( I );
|
||||
|
||||
float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 );
|
||||
float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 );
|
||||
float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 );
|
||||
float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 );
|
||||
|
||||
/* Calc edgeness in diagonal directions. */
|
||||
float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) -
|
||||
d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 ));
|
||||
|
||||
/* Calc edgeness in horizontal/vertical directions. */
|
||||
float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) -
|
||||
hv_wd(e, f, h, i, d, f4, g, i4));
|
||||
|
||||
float limits = XBR_EDGE_STR + 0.000001;
|
||||
float edge_strength = smoothstep(0.0, limits, abs(d_edge));
|
||||
|
||||
/* Filter weights. Two taps only. */
|
||||
vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1);
|
||||
vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2);
|
||||
|
||||
/* Filtering and normalization in four direction generating four colors. */
|
||||
vec3 c1 = mat4x3( P2, H, F, P1 ) * w1;
|
||||
vec3 c2 = mat4x3( P0, E, I, P3 ) * w1;
|
||||
vec3 c3 = mat4x3(D+G, E+H, F+I, F4+I4) * w2;
|
||||
vec3 c4 = mat4x3(C+B, F+E, I+H, I5+H5) * w2;
|
||||
|
||||
/* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */
|
||||
vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1 - edge_strength);
|
||||
|
||||
/* Anti-ringing code. */
|
||||
vec3 min_sample = min4( E, F, H, I ) + (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
|
||||
vec3 max_sample = max4( E, F, H, I ) - (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
|
@ -1,236 +0,0 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Hyllian's xBR-lv3-noblend shader - ported to GLSL by guest.r
|
||||
|
||||
Copyright (C) 2011/2016 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;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
// Uncomment just one of the three params below to choose the corner detection
|
||||
//#define CORNER_A
|
||||
//#define CORNER_B
|
||||
#define CORNER_C
|
||||
//#define CORNER_D
|
||||
|
||||
|
||||
#define XBR_EQ_THRESHOLD 0.6
|
||||
#define XBR_EQ_THRESHOLD2 0.01
|
||||
#define XBR_LV2_COEFFICIENT 2.0
|
||||
|
||||
|
||||
const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
|
||||
|
||||
//const vec2 OGLSize = vec2( 1024.0, 512.0); // replace with params.SourceSize.xy
|
||||
//const vec2 OGLInvSize = vec2( 0.0009765625, 0.001953125); // replace with params.SourceSize.zw
|
||||
const vec2 dx = vec2( 0.0009765625, 0.0);
|
||||
const vec2 dy = vec2( 0.0, 0.001953125 );
|
||||
const vec2 x2 = vec2( 0.001953125 , 0.0);
|
||||
const vec2 y2 = vec2( 0.0 , 0.00390625 );
|
||||
const vec4 xy = vec4( 0.0009765625, 0.001953125,-0.0009765625,-0.001953125);
|
||||
const vec4 zw = vec4( 0.001953125 , 0.001953125,-0.001953125 ,-0.001953125);
|
||||
const vec4 wz = vec4( 0.0009765625, 0.00390625 ,-0.0009765625,-0.00390625 );
|
||||
|
||||
|
||||
vec4 noteq(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(notEqual(A, B));
|
||||
}
|
||||
|
||||
vec4 not(vec4 A)
|
||||
{
|
||||
return vec4(1.0)-A;
|
||||
}
|
||||
|
||||
vec4 df(vec4 A, vec4 B)
|
||||
{
|
||||
return abs(A-B);
|
||||
}
|
||||
|
||||
vec4 eq(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD)));
|
||||
}
|
||||
|
||||
|
||||
vec4 eq2(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD2)));
|
||||
}
|
||||
|
||||
|
||||
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
|
||||
{
|
||||
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
|
||||
}
|
||||
|
||||
#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()
|
||||
{
|
||||
vec4 edr, edri, edr_left, edr_up, edr3_left, edr3_up; // px = pixel, edr = edge detection rule
|
||||
vec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up, interp_restriction_lv3_left, interp_restriction_lv3_up;
|
||||
vec4 fx, fx_left, fx_up, final_fx, fx3_left, fx3_up; // inequations of straight lines.
|
||||
bvec4 nc, px;
|
||||
|
||||
vec2 fp = fract(vTexCoord.xy*params.SourceSize.xy);
|
||||
vec2 TexCoord_0 = vTexCoord.xy-fp*params.SourceSize.zw + 0.5*params.SourceSize.zw;
|
||||
|
||||
vec3 A = texture(Source, TexCoord_0 + xy.zw ).xyz;
|
||||
vec3 B = texture(Source, TexCoord_0 -dy ).xyz;
|
||||
vec3 C = texture(Source, TexCoord_0 + xy.xw ).xyz;
|
||||
vec3 D = texture(Source, TexCoord_0 - dx ).xyz;
|
||||
vec3 E = texture(Source, TexCoord_0 ).xyz;
|
||||
vec3 F = texture(Source, TexCoord_0 + dx ).xyz;
|
||||
vec3 G = texture(Source, TexCoord_0 + xy.zy ).xyz;
|
||||
vec3 H = texture(Source, TexCoord_0 +dy ).xyz;
|
||||
vec3 I = texture(Source, TexCoord_0 + xy.xy ).xyz;
|
||||
vec3 A1 = texture(Source, TexCoord_0 + wz.zw ).xyz;
|
||||
vec3 C1 = texture(Source, TexCoord_0 + wz.xw ).xyz;
|
||||
vec3 A0 = texture(Source, TexCoord_0 + zw.zw ).xyz;
|
||||
vec3 G0 = texture(Source, TexCoord_0 + zw.zy ).xyz;
|
||||
vec3 C4 = texture(Source, TexCoord_0 + zw.xw ).xyz;
|
||||
vec3 I4 = texture(Source, TexCoord_0 + zw.xy ).xyz;
|
||||
vec3 G5 = texture(Source, TexCoord_0 + wz.zy ).xyz;
|
||||
vec3 I5 = texture(Source, TexCoord_0 + wz.xy ).xyz;
|
||||
vec3 B1 = texture(Source, TexCoord_0 - y2 ).xyz;
|
||||
vec3 D0 = texture(Source, TexCoord_0 - x2 ).xyz;
|
||||
vec3 H5 = texture(Source, TexCoord_0 + y2 ).xyz;
|
||||
vec3 F4 = texture(Source, TexCoord_0 + x2 ).xyz;
|
||||
|
||||
vec4 b = vec4(dot(B ,Y), dot(D ,Y), dot(H ,Y), dot(F ,Y));
|
||||
vec4 c = vec4(dot(C ,Y), dot(A ,Y), dot(G ,Y), dot(I ,Y));
|
||||
vec4 d = b.yzwx;
|
||||
vec4 e = vec4(dot(E,Y));
|
||||
vec4 f = b.wxyz;
|
||||
vec4 g = c.zwxy;
|
||||
vec4 h = b.zwxy;
|
||||
vec4 i = c.wxyz;
|
||||
vec4 i4 = vec4(dot(I4,Y), dot(C1,Y), dot(A0,Y), dot(G5,Y));
|
||||
vec4 i5 = vec4(dot(I5,Y), dot(C4,Y), dot(A1,Y), dot(G0,Y));
|
||||
vec4 h5 = vec4(dot(H5,Y), dot(F4,Y), dot(B1,Y), dot(D0,Y));
|
||||
vec4 f4 = h5.yzwx;
|
||||
vec4 c4 = i5.yzwx;
|
||||
vec4 g5 = i4.wxyz;
|
||||
vec4 c1 = i4.yzwx;
|
||||
vec4 g0 = i5.wxyz;
|
||||
vec4 b1 = h5.zwxy;
|
||||
vec4 d0 = h5.wxyz;
|
||||
|
||||
vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
|
||||
vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
|
||||
vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
|
||||
vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
|
||||
vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
|
||||
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
|
||||
|
||||
vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
|
||||
vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
|
||||
vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
|
||||
vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
|
||||
vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
|
||||
vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
|
||||
|
||||
|
||||
// These inequations define the line below which interpolation occurs.
|
||||
fx = vec4(greaterThan(Ao*fp.y+Bo*fp.x, Co));
|
||||
fx_left = vec4(greaterThan(Ax*fp.y+Bx*fp.x, Cx));
|
||||
fx_up = vec4(greaterThan(Ay*fp.y+By*fp.x, Cy));
|
||||
fx3_left = vec4(greaterThan(Az*fp.y+Bz*fp.x, Cz));
|
||||
fx3_up = vec4(greaterThan(Aw*fp.y+Bw*fp.x, Cw));
|
||||
|
||||
|
||||
#ifdef CORNER_A
|
||||
interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h));
|
||||
#endif
|
||||
#ifdef CORNER_B
|
||||
interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h) * ( not(eq(f,b)) * not(eq(h,d)) + eq(e,i) * not(eq(f,i4)) * not(eq(h,i5)) + eq(e,g) + eq(e,c)));
|
||||
#endif
|
||||
#ifdef CORNER_D
|
||||
interp_restriction_lv1 = sign(noteq(e,f)*noteq(e,h)*(not(eq(f,b))* not(eq(h,d)) + eq(e,i) * not(eq(f,i4)) * not(eq(h,i5)) + eq(e,g) + eq(e,c) ) * (noteq(f,f4)* noteq(f,i) + noteq(h,h5) * noteq(h,i) + noteq(h,g) + noteq(f,c) + eq(b,c1) * eq(d,g0)));
|
||||
#endif
|
||||
#ifdef CORNER_C
|
||||
interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h) * ( not(eq(f,b)) * not(eq(f,c)) + not(eq(h,d)) * not(eq(h,g)) + eq(e,i) * (not(eq(f,f4)) * not(eq(f,i4)) + not(eq(h,h5)) * not(eq(h,i5))) + eq(e,g) + eq(e,c)));
|
||||
#endif
|
||||
|
||||
interp_restriction_lv2_left = noteq(e,g)* noteq(d,g);
|
||||
interp_restriction_lv2_up = noteq(e,c)* noteq(b,c);
|
||||
interp_restriction_lv3_left = eq2(g,g0) * noteq(d0,g0);
|
||||
interp_restriction_lv3_up = eq2(c,c1) * noteq(b1,c1);
|
||||
|
||||
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
|
||||
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
|
||||
|
||||
edri = vec4(lessThanEqual(wd1, wd2)) * interp_restriction_lv1;
|
||||
edr = vec4(lessThan(wd1, wd2)) * interp_restriction_lv1;
|
||||
|
||||
edr = edr * sign(not(edri.yzwx) + not(edri.wxyz));
|
||||
edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT*df(f,g), df(h,c))) * interp_restriction_lv2_left * edr * (not(edri.yzwx) * eq(e,c));
|
||||
edr_up = vec4(greaterThanEqual(df(f,g), XBR_LV2_COEFFICIENT*df(h,c))) * interp_restriction_lv2_up * edr * (not(edri.wxyz) * eq(e,g));
|
||||
edr3_left = interp_restriction_lv3_left;
|
||||
edr3_up = interp_restriction_lv3_up;
|
||||
|
||||
nc = bvec4( edr * ( fx + edr_left * (fx_left + edr3_left * fx3_left * eq(e,c4)) + edr_up * (fx_up + edr3_up * fx3_up * eq(e,g5))));
|
||||
|
||||
px = lessThanEqual(df(e,f),df(e,h));
|
||||
|
||||
vec3 res1 = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E;
|
||||
vec3 res2 = nc.w ? px.w ? H : D : nc.z ? px.z ? D : B : nc.y ? px.y ? B : F : nc.x ? px.x ? F : H : E;
|
||||
|
||||
vec2 df12;
|
||||
|
||||
df12.x = abs(dot(res1, Y) - e.x);
|
||||
df12.y = abs(dot(res2, Y) - e.y);
|
||||
|
||||
vec3 res = mix(res1, res2, step(df12.x, df12.y));
|
||||
|
||||
FragColor = vec4(res, 1.0);
|
||||
}
|
|
@ -1,255 +0,0 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Hyllian's xBR-lv3-noblend shader - ported to GLSL by guest.r
|
||||
|
||||
Copyright (C) 2011/2016 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;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
// Uncomment just one of the three params below to choose the corner detection
|
||||
//#define CORNER_A
|
||||
//#define CORNER_B
|
||||
#define CORNER_C
|
||||
//#define CORNER_D
|
||||
|
||||
|
||||
#define XBR_EQ_THRESHOLD 0.6
|
||||
#define XBR_EQ_THRESHOLD2 0.01
|
||||
#define XBR_LV2_COEFFICIENT 2.0
|
||||
|
||||
#define XBR_RED_COEF 17.0
|
||||
#define XBR_GREEN_COEF 20.0
|
||||
#define XBR_BLUE_COEF 3.0
|
||||
|
||||
const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
|
||||
|
||||
//const vec2 OGLSize = vec2( 1024.0, 512.0); // replace with params.SourceSize.xy
|
||||
//const vec2 OGLInvSize = vec2( 0.0009765625, 0.001953125); // replace with params.SourceSize.zw
|
||||
const vec2 dx = vec2( 0.0009765625, 0.0);
|
||||
const vec2 dy = vec2( 0.0, 0.001953125 );
|
||||
const vec2 x2 = vec2( 0.001953125 , 0.0);
|
||||
const vec2 y2 = vec2( 0.0 , 0.00390625 );
|
||||
const vec4 xy = vec4( 0.0009765625, 0.001953125,-0.0009765625,-0.001953125);
|
||||
const vec4 zw = vec4( 0.001953125 , 0.001953125,-0.001953125 ,-0.001953125);
|
||||
const vec4 wz = vec4( 0.0009765625, 0.00390625 ,-0.0009765625,-0.00390625 );
|
||||
|
||||
|
||||
vec4 noteq(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(notEqual(A, B));
|
||||
}
|
||||
|
||||
vec4 not(vec4 A)
|
||||
{
|
||||
return vec4(1.0)-A;
|
||||
}
|
||||
|
||||
vec4 df(vec4 A, vec4 B)
|
||||
{
|
||||
return abs(A-B);
|
||||
}
|
||||
|
||||
vec4 eq(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD)));
|
||||
}
|
||||
|
||||
|
||||
vec4 eq2(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD2)));
|
||||
}
|
||||
|
||||
|
||||
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
|
||||
{
|
||||
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
|
||||
}
|
||||
|
||||
|
||||
float df1(vec3 A, vec3 B)
|
||||
{
|
||||
float rmean = (A.r+B.r)/2.0;
|
||||
vec3 diff = A - B;
|
||||
vec3 K = vec3(XBR_RED_COEF+rmean, XBR_GREEN_COEF, XBR_BLUE_COEF-rmean);
|
||||
return sqrt(dot(K*diff, diff));
|
||||
}
|
||||
|
||||
#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()
|
||||
{
|
||||
vec4 edr, edri, edr_left, edr_up, edr3_left, edr3_up; // px = pixel, edr = edge detection rule
|
||||
vec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up, interp_restriction_lv3_left, interp_restriction_lv3_up;
|
||||
vec4 fx, fx_left, fx_up, final_fx, fx3_left, fx3_up; // inequations of straight lines.
|
||||
bvec4 nc, px;
|
||||
|
||||
vec2 fp = fract(vTexCoord.xy*params.SourceSize.xy);
|
||||
vec2 TexCoord_0 = vTexCoord.xy-fp*params.SourceSize.zw + 0.5*params.SourceSize.zw;
|
||||
|
||||
vec3 A = texture(Source, TexCoord_0 + xy.zw ).xyz;
|
||||
vec3 B = texture(Source, TexCoord_0 -dy ).xyz;
|
||||
vec3 C = texture(Source, TexCoord_0 + xy.xw ).xyz;
|
||||
vec3 D = texture(Source, TexCoord_0 - dx ).xyz;
|
||||
vec3 E = texture(Source, TexCoord_0 ).xyz;
|
||||
vec3 F = texture(Source, TexCoord_0 + dx ).xyz;
|
||||
vec3 G = texture(Source, TexCoord_0 + xy.zy ).xyz;
|
||||
vec3 H = texture(Source, TexCoord_0 +dy ).xyz;
|
||||
vec3 I = texture(Source, TexCoord_0 + xy.xy ).xyz;
|
||||
vec3 A1 = texture(Source, TexCoord_0 + wz.zw ).xyz;
|
||||
vec3 C1 = texture(Source, TexCoord_0 + wz.xw ).xyz;
|
||||
vec3 A0 = texture(Source, TexCoord_0 + zw.zw ).xyz;
|
||||
vec3 G0 = texture(Source, TexCoord_0 + zw.zy ).xyz;
|
||||
vec3 C4 = texture(Source, TexCoord_0 + zw.xw ).xyz;
|
||||
vec3 I4 = texture(Source, TexCoord_0 + zw.xy ).xyz;
|
||||
vec3 G5 = texture(Source, TexCoord_0 + wz.zy ).xyz;
|
||||
vec3 I5 = texture(Source, TexCoord_0 + wz.xy ).xyz;
|
||||
vec3 B1 = texture(Source, TexCoord_0 - y2 ).xyz;
|
||||
vec3 D0 = texture(Source, TexCoord_0 - x2 ).xyz;
|
||||
vec3 H5 = texture(Source, TexCoord_0 + y2 ).xyz;
|
||||
vec3 F4 = texture(Source, TexCoord_0 + x2 ).xyz;
|
||||
|
||||
vec4 b = vec4(dot(B ,Y), dot(D ,Y), dot(H ,Y), dot(F ,Y));
|
||||
vec4 c = vec4(dot(C ,Y), dot(A ,Y), dot(G ,Y), dot(I ,Y));
|
||||
vec4 d = b.yzwx;
|
||||
vec4 e = vec4(dot(E,Y));
|
||||
vec4 f = b.wxyz;
|
||||
vec4 g = c.zwxy;
|
||||
vec4 h = b.zwxy;
|
||||
vec4 i = c.wxyz;
|
||||
vec4 i4 = vec4(dot(I4,Y), dot(C1,Y), dot(A0,Y), dot(G5,Y));
|
||||
vec4 i5 = vec4(dot(I5,Y), dot(C4,Y), dot(A1,Y), dot(G0,Y));
|
||||
vec4 h5 = vec4(dot(H5,Y), dot(F4,Y), dot(B1,Y), dot(D0,Y));
|
||||
vec4 f4 = h5.yzwx;
|
||||
vec4 c4 = i5.yzwx;
|
||||
vec4 g5 = i4.wxyz;
|
||||
vec4 c1 = i4.yzwx;
|
||||
vec4 g0 = i5.wxyz;
|
||||
vec4 b1 = h5.zwxy;
|
||||
vec4 d0 = h5.wxyz;
|
||||
|
||||
vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
|
||||
vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
|
||||
vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
|
||||
vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
|
||||
vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
|
||||
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
|
||||
|
||||
vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
|
||||
vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
|
||||
vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
|
||||
vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
|
||||
vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
|
||||
vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
|
||||
|
||||
|
||||
// These inequations define the line below which interpolation occurs.
|
||||
fx = vec4(greaterThan(Ao*fp.y+Bo*fp.x, Co));
|
||||
fx_left = vec4(greaterThan(Ax*fp.y+Bx*fp.x, Cx));
|
||||
fx_up = vec4(greaterThan(Ay*fp.y+By*fp.x, Cy));
|
||||
fx3_left = vec4(greaterThan(Az*fp.y+Bz*fp.x, Cz));
|
||||
fx3_up = vec4(greaterThan(Aw*fp.y+Bw*fp.x, Cw));
|
||||
|
||||
|
||||
#ifdef CORNER_A
|
||||
interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h));
|
||||
#endif
|
||||
#ifdef CORNER_B
|
||||
interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h) * ( not(eq(f,b)) * not(eq(h,d)) + eq(e,i) * not(eq(f,i4)) * not(eq(h,i5)) + eq(e,g) + eq(e,c)));
|
||||
#endif
|
||||
#ifdef CORNER_D
|
||||
interp_restriction_lv1 = sign(noteq(e,f)*noteq(e,h)*(not(eq(f,b))* not(eq(h,d)) + eq(e,i) * not(eq(f,i4)) * not(eq(h,i5)) + eq(e,g) + eq(e,c) ) * (noteq(f,f4)* noteq(f,i) + noteq(h,h5) * noteq(h,i) + noteq(h,g) + noteq(f,c) + eq(b,c1) * eq(d,g0)));
|
||||
#endif
|
||||
#ifdef CORNER_C
|
||||
interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h) * ( not(eq(f,b)) * not(eq(f,c)) + not(eq(h,d)) * not(eq(h,g)) + eq(e,i) * (not(eq(f,f4)) * not(eq(f,i4)) + not(eq(h,h5)) * not(eq(h,i5))) + eq(e,g) + eq(e,c)));
|
||||
#endif
|
||||
|
||||
interp_restriction_lv2_left = noteq(e,g)* noteq(d,g);
|
||||
interp_restriction_lv2_up = noteq(e,c)* noteq(b,c);
|
||||
interp_restriction_lv3_left = eq2(g,g0) * noteq(d0,g0);
|
||||
interp_restriction_lv3_up = eq2(c,c1) * noteq(b1,c1);
|
||||
|
||||
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
|
||||
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
|
||||
|
||||
edri = vec4(lessThanEqual(wd1, wd2)) * interp_restriction_lv1;
|
||||
edr = vec4(lessThan(wd1, wd2)) * interp_restriction_lv1;
|
||||
|
||||
vec4 w1, w2;
|
||||
w1.x = df1(F,G); w1.y = df1(B,I); w1.z = df1(D,C); w1.w = df1(H,A);
|
||||
w2.x = df1(H,C); w2.y = df1(F,A); w2.z = df1(B,G); w2.w = df1(D,I);
|
||||
|
||||
edr = edr * sign(not(edri.yzwx) + not(edri.wxyz));
|
||||
edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT*w1, w2)) * interp_restriction_lv2_left * edr * (not(edri.yzwx) * eq(e,c));
|
||||
edr_up = vec4(greaterThanEqual(w1, XBR_LV2_COEFFICIENT*w2)) * interp_restriction_lv2_up * edr * (not(edri.wxyz) * eq(e,g));
|
||||
edr3_left = interp_restriction_lv3_left;
|
||||
edr3_up = interp_restriction_lv3_up;
|
||||
|
||||
nc = bvec4( edr * ( fx + edr_left * (fx_left + edr3_left * fx3_left * eq(e,c4)) + edr_up * (fx_up + edr3_up * fx3_up * eq(e,g5))));
|
||||
|
||||
w1.x = df1(E,F); w1.y = df1(E,B); w1.z = df1(E,D); w1.w = df1(E,H);
|
||||
w2 = w1.wxyz;
|
||||
|
||||
px = lessThanEqual(w1,w2);
|
||||
|
||||
vec3 res1 = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E;
|
||||
vec3 res2 = nc.w ? px.w ? H : D : nc.z ? px.z ? D : B : nc.y ? px.y ? B : F : nc.x ? px.x ? F : H : E;
|
||||
|
||||
vec2 df12;
|
||||
|
||||
df12.x = dot(abs(res1-E),Y);
|
||||
df12.y = dot(abs(res2-E),Y);
|
||||
|
||||
vec3 res = mix(res1, res2, step(df12.x, df12.y));
|
||||
|
||||
FragColor = vec4(res, 1.0);
|
||||
}
|
|
@ -1,268 +0,0 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
|
||||
Hyllian's xBR MultiLevel4 Shader - Pass1
|
||||
|
||||
Copyright (C) 2011-2015 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;
|
||||
} 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
|
||||
|
||||
const float cf2 = 2.0;
|
||||
const float cf3 = 4.0;
|
||||
const float cf4 = 4.0;
|
||||
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 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)
|
||||
{
|
||||
return vec4(abs(A-B));
|
||||
}
|
||||
|
||||
bvec4 rd(vec4 A, vec4 B, vec4 C, vec4 D)
|
||||
{
|
||||
return (greaterThan(df(C,D)/(df(A,B)+0.000000001) , vec4(2.0)));
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
bvec4 eq(vec4 A, vec4 B)
|
||||
{
|
||||
return lessThan(df(A, B) , eq_threshold);
|
||||
}
|
||||
|
||||
bvec4 eq3(vec4 A, vec4 B)
|
||||
{
|
||||
return lessThan(df(A, B) , eq_threshold3);
|
||||
}
|
||||
|
||||
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
|
||||
{
|
||||
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;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec2 t1;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.0004;
|
||||
|
||||
// A3 B3 C3
|
||||
// A1 B1 C1
|
||||
//A2 A0 A B C C4 C6
|
||||
//D2 D0 D E F F4 F6
|
||||
//G2 G0 G H I I4 I6
|
||||
// G5 H5 I5
|
||||
// G7 H7 I7
|
||||
|
||||
t1 = vec2(params.SourceSize.z, params.SourceSize.w); // F H
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec2 t1;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
bvec4 edr0, edr, edr_left, edr_up, edr3_left, edr3_up, edr4_left, edr4_up; // edr = edge detection rule
|
||||
bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
|
||||
bvec4 interp_restriction_lv3_left, interp_restriction_lv3_up;
|
||||
bvec4 interp_restriction_lv4_left, interp_restriction_lv4_up;
|
||||
|
||||
vec3 A3 = TEX(-1,-3); vec3 B3 = TEX( 0,-3); vec3 C3 = TEX( 1,-3);
|
||||
vec3 A1 = TEX(-1,-2); vec3 B1 = TEX( 0,-2); vec3 C1 = TEX( 1,-2);
|
||||
vec3 A2 = TEX(-3,-1); vec3 A0 = TEX(-2,-1); vec3 A = TEX(-1,-1); vec3 B = TEX( 0,-1); vec3 C = TEX( 1,-1); vec3 C4 = TEX( 2,-1); vec3 C6 = TEX( 3,-1);
|
||||
vec3 D2 = TEX(-3, 0); vec3 D0 = TEX(-2, 0); vec3 D = TEX(-1, 0); vec3 E = TEX( 0, 0); vec3 F = TEX( 1, 0); vec3 F4 = TEX( 2, 0); vec3 F6 = TEX( 3, 0);
|
||||
vec3 G2 = TEX(-3, 1); vec3 G0 = TEX(-2, 1); vec3 G = TEX(-1, 1); vec3 H = TEX( 0, 1); vec3 I = TEX( 1, 1); vec3 I4 = TEX( 2, 1); vec3 I6 = TEX( 3, 1);
|
||||
vec3 G5 = TEX(-1, 2); vec3 H5 = TEX( 0, 2); vec3 I5 = TEX( 1, 2);
|
||||
vec3 G7 = TEX(-1, 3); vec3 H7 = TEX( 0, 3); vec3 I7 = TEX( 1, 3);
|
||||
|
||||
mat4x3 bdhf0 = yuvT * mat4x3(B, D, H, F);
|
||||
bdhf0 = mat4x3(abs(bdhf0[0]), abs(bdhf0[1]), abs(bdhf0[2]), abs(bdhf0[3]));
|
||||
vec4 b = Yuv_weight * bdhf0;
|
||||
|
||||
mat4x3 bdhf1 = yuvT * mat4x3(C, A, G, I);
|
||||
bdhf1 = mat4x3(abs(bdhf1[0]), abs(bdhf1[1]), abs(bdhf1[2]), abs(bdhf1[3]));
|
||||
vec4 c = Yuv_weight * bdhf1;
|
||||
|
||||
mat4x3 bdhf2 = yuvT * mat4x3(E, E, E, E);
|
||||
bdhf2 = mat4x3(abs(bdhf2[0]), abs(bdhf2[1]), abs(bdhf2[2]), abs(bdhf2[3]));
|
||||
vec4 e = Yuv_weight * bdhf2;
|
||||
|
||||
vec4 d = b.yzwx;
|
||||
vec4 f = b.wxyz;
|
||||
vec4 g = c.zwxy;
|
||||
vec4 h = b.zwxy;
|
||||
vec4 i = c.wxyz;
|
||||
|
||||
mat4x3 bdhf3 = yuvT * mat4x3(I4, C1, A0, G5);
|
||||
bdhf3 = mat4x3(abs(bdhf3[0]), abs(bdhf3[1]), abs(bdhf3[2]), abs(bdhf3[3]));
|
||||
vec4 i4 = Yuv_weight * bdhf3;
|
||||
|
||||
mat4x3 bdhf4 = yuvT * mat4x3(I5, C4, A1, G0);
|
||||
bdhf4 = mat4x3(abs(bdhf4[0]), abs(bdhf4[1]), abs(bdhf4[2]), abs(bdhf4[3]));
|
||||
vec4 i5 = Yuv_weight * bdhf4;
|
||||
|
||||
mat4x3 bdhf5 = yuvT * mat4x3(H5, F4, B1, D0);
|
||||
bdhf5 = mat4x3(abs(bdhf5[0]), abs(bdhf5[1]), abs(bdhf5[2]), abs(bdhf5[3]));
|
||||
vec4 h5 = Yuv_weight * bdhf5;
|
||||
|
||||
vec4 f4 = h5.yzwx;
|
||||
vec4 c1 = i4.yzwx;
|
||||
vec4 g0 = i5.wxyz;
|
||||
vec4 b1 = h5.zwxy;
|
||||
vec4 d0 = h5.wxyz;
|
||||
|
||||
mat4x3 bdhf6 = yuvT * mat4x3(I6, C3, A2, G7);
|
||||
bdhf6 = mat4x3(abs(bdhf6[0]), abs(bdhf6[1]), abs(bdhf6[2]), abs(bdhf6[3]));
|
||||
vec4 i6 = Yuv_weight * bdhf6;
|
||||
|
||||
mat4x3 bdhf7 = yuvT * mat4x3(I7, C6, A3, G2);
|
||||
bdhf7 = mat4x3(abs(bdhf7[0]), abs(bdhf7[1]), abs(bdhf7[2]), abs(bdhf7[3]));
|
||||
vec4 i7 = Yuv_weight * bdhf7;
|
||||
|
||||
mat4x3 bdhf8 = yuvT * mat4x3(H7, F6, B3, D2);
|
||||
bdhf8 = mat4x3(abs(bdhf8[0]), abs(bdhf8[1]), abs(bdhf8[2]), abs(bdhf8[3]));
|
||||
vec4 h7 = Yuv_weight * bdhf8;
|
||||
|
||||
vec4 f6 = h7.yzwx;
|
||||
vec4 c3 = i6.yzwx;
|
||||
vec4 g2 = i7.wxyz;
|
||||
vec4 b3 = h7.zwxy;
|
||||
vec4 d2 = h7.wxyz;
|
||||
|
||||
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);
|
||||
|
||||
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)));
|
||||
|
||||
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));
|
||||
}
|
|
@ -1,295 +0,0 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
|
||||
Hyllian's xBR MultiLevel4 Shader - Pass2
|
||||
|
||||
Copyright (C) 2011-2015 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;
|
||||
} 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;
|
||||
const float cf4 = 4.0;
|
||||
const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
|
||||
const vec4 eq_threshold2 = vec4( 5.0, 5.0, 5.0, 5.0);
|
||||
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 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)
|
||||
{
|
||||
return vec4(abs(A-B));
|
||||
}
|
||||
|
||||
bvec4 rd(vec4 A, vec4 B, vec4 C, vec4 D)
|
||||
{
|
||||
return (greaterThan(df(C,D)/(df(A,B)+0.000000001) , vec4(2.0)));
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
vec4 remapFrom01(vec4 v, vec4 high)
|
||||
{
|
||||
return round(high*v);
|
||||
}
|
||||
|
||||
bvec4 eq(vec4 A, vec4 B)
|
||||
{
|
||||
return lessThan(df(A, B) , eq_threshold);
|
||||
}
|
||||
|
||||
bvec4 eq2(vec4 A, vec4 B)
|
||||
{
|
||||
return lessThan(df(A, B) , eq_threshold2);
|
||||
}
|
||||
|
||||
bvec4 eq3(vec4 A, vec4 B)
|
||||
{
|
||||
return lessThan(df(A, B) , eq_threshold3);
|
||||
}
|
||||
|
||||
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
|
||||
{
|
||||
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;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec4 t1;
|
||||
layout(location = 2) out vec4 t2;
|
||||
layout(location = 3) out vec4 t3;
|
||||
layout(location = 4) out vec4 t4;
|
||||
layout(location = 5) out vec4 t5;
|
||||
layout(location = 6) out vec4 t6;
|
||||
layout(location = 7) out vec4 t7;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.0004;
|
||||
|
||||
float dx = params.SourceSize.z;
|
||||
float dy = params.SourceSize.w;
|
||||
|
||||
// A1 B1 C1
|
||||
// A0 A B C C4
|
||||
// D0 D E F F4
|
||||
// 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
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec4 t1;
|
||||
layout(location = 2) in vec4 t2;
|
||||
layout(location = 3) in vec4 t3;
|
||||
layout(location = 4) in vec4 t4;
|
||||
layout(location = 5) in vec4 t5;
|
||||
layout(location = 6) in vec4 t6;
|
||||
layout(location = 7) in vec4 t7;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D Original;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 PA = texture(Source, t2.xw);
|
||||
vec4 PB = texture(Source, t2.yw);
|
||||
vec4 PC = texture(Source, t2.zw);
|
||||
|
||||
vec4 PD = texture(Source, t3.xw);
|
||||
vec4 PE = texture(Source, t3.yw);
|
||||
vec4 PF = texture(Source, t3.zw);
|
||||
|
||||
vec4 PG = texture(Source, t4.xw);
|
||||
vec4 PH = texture(Source, t4.yw);
|
||||
vec4 PI = texture(Source, t4.zw);
|
||||
|
||||
vec3 A1 = texture(Original, t1.xw).rgb;
|
||||
vec3 B1 = texture(Original, t1.yw).rgb;
|
||||
vec3 C1 = texture(Original, t1.zw).rgb;
|
||||
|
||||
vec3 A = texture(Original, t2.xw).rgb;
|
||||
vec3 B = texture(Original, t2.yw).rgb;
|
||||
vec3 C = texture(Original, t2.zw).rgb;
|
||||
|
||||
vec3 D = texture(Original, t3.xw).rgb;
|
||||
vec3 E = texture(Original, t3.yw).rgb;
|
||||
vec3 F = texture(Original, t3.zw).rgb;
|
||||
|
||||
vec3 G = texture(Original, t4.xw).rgb;
|
||||
vec3 H = texture(Original, t4.yw).rgb;
|
||||
vec3 I = texture(Original, t4.zw).rgb;
|
||||
|
||||
vec3 G5 = texture(Original, t5.xw).rgb;
|
||||
vec3 H5 = texture(Original, t5.yw).rgb;
|
||||
vec3 I5 = texture(Original, t5.zw).rgb;
|
||||
|
||||
vec3 A0 = texture(Original, t6.xy).rgb;
|
||||
vec3 D0 = texture(Original, t6.xz).rgb;
|
||||
vec3 G0 = texture(Original, t6.xw).rgb;
|
||||
|
||||
vec3 C4 = texture(Original, t7.xy).rgb;
|
||||
vec3 F4 = texture(Original, t7.xz).rgb;
|
||||
vec3 I4 = texture(Original, t7.xw).rgb;
|
||||
|
||||
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 = 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);
|
||||
vec4 pf = remapFrom01(PF, maximo);
|
||||
vec4 ph = remapFrom01(PH, maximo);
|
||||
vec4 pb = remapFrom01(PB, maximo);
|
||||
vec4 pd = remapFrom01(PD, maximo);
|
||||
|
||||
vec4 f2 = vec4(pf.z, pb.w, pd.x, ph.y);
|
||||
vec4 h2 = vec4(ph.z, pf.w, pb.x, pd.y);
|
||||
vec4 f1 = vec4(pf.y, pb.z, pd.w, ph.x);
|
||||
vec4 h3 = vec4(ph.w, pf.x, pb.y, pd.z);
|
||||
|
||||
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;
|
||||
|
||||
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 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;
|
||||
|
||||
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));
|
||||
}
|
|
@ -1,254 +0,0 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
|
||||
Hyllian's xBR MultiLevel4 Shader - Pass3
|
||||
|
||||
Copyright (C) 2011-2015 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;
|
||||
} 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;
|
||||
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 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.);
|
||||
|
||||
// Bx, Ay, C
|
||||
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 saturate((v - low)/(high-low));
|
||||
}
|
||||
|
||||
float remapFrom01(float v, float high)
|
||||
{
|
||||
return round(high*v);
|
||||
}
|
||||
|
||||
float df(float A, float B)
|
||||
{
|
||||
return abs(A-B);
|
||||
}
|
||||
|
||||
bool eq(float A, float B)
|
||||
{
|
||||
return (df(A, B) < eq_threshold);
|
||||
}
|
||||
|
||||
float weighted_distance(float a, float b, float c, float d, float e, float f, float g, float h)
|
||||
{
|
||||
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;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec4 t1;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.0004;
|
||||
float dx = params.OriginalSize.z;
|
||||
float dy = params.OriginalSize.w;
|
||||
|
||||
// A3 B3 C3
|
||||
// A1 B1 C1
|
||||
//A2 A0 A B C C4 C6
|
||||
//D2 D0 D E F F4 F6
|
||||
//G2 G0 G H I I4 I6
|
||||
// G5 H5 I5
|
||||
// G7 H7 I7
|
||||
|
||||
t1 = vec4(dx, 0., 0., dy); // F H
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec4 t1;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D Original;
|
||||
|
||||
void main()
|
||||
{
|
||||
float px;
|
||||
|
||||
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 * ( 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;
|
||||
vec3 H = texture(Original, vTexCoord + g2).rgb;
|
||||
vec3 I = texture(Original, vTexCoord + g1 + g2).rgb;
|
||||
vec3 F4 = texture(Original, vTexCoord + 2.0 * g1).rgb;
|
||||
vec3 H5 = texture(Original, vTexCoord + 2.0 * g2).rgb;
|
||||
|
||||
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(saturate(mul(dir, sym_vectors))); // choose info component
|
||||
|
||||
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 = 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 = 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 = 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 = 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 = bool_to_float(df(e,f) <= df(e,h));
|
||||
addr.x = px;
|
||||
addr.y = saturate(1.0 - px);
|
||||
|
||||
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.
|
||||
addr = addr * dir.yx;
|
||||
addr = inv ? addr.yx : addr;
|
||||
|
||||
// Rotate straight line equation from relative to absolute.
|
||||
lparam.xy = lparam.xy * dir.yx;
|
||||
lparam.xy = inv ? lparam.yx : lparam.xy;
|
||||
|
||||
addr.x += 2.0;
|
||||
addr.y += 2.0;
|
||||
|
||||
lparam.w = addr.x * 8.0 + addr.y;
|
||||
|
||||
FragColor = vec4(remapTo01(lparam, low, high));
|
||||
}
|
||||
|
||||
/*
|
||||
19 1
|
||||
9 1
|
||||
4 0
|
||||
2 0
|
||||
1 1
|
||||
0 0
|
||||
|
||||
0 0000 ND
|
||||
1 0001 EDR0
|
||||
2 0010 EDR
|
||||
3 0011 EDRU
|
||||
4 0100 EDRL
|
||||
5 0101 EDRU3
|
||||
6 0110 EDRL3
|
||||
|
||||
0 1 2 3 4
|
||||
-2 -1 0 1 2
|
||||
|
||||
*/
|
|
@ -1,175 +0,0 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
|
||||
Hyllian's xBR MultiLevel4 Shader - Pass4
|
||||
|
||||
Copyright (C) 2011-2015 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;
|
||||
} 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 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)
|
||||
{
|
||||
return round(mix(low, high, v));
|
||||
}
|
||||
|
||||
float c_df(vec3 c1, vec3 c2)
|
||||
{
|
||||
vec3 df = abs(c1 - c2);
|
||||
return df.r + df.g + df.b;
|
||||
}
|
||||
|
||||
vec4 unpack_info(float i)
|
||||
{
|
||||
vec4 info;
|
||||
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);
|
||||
}
|
||||
|
||||
#define GET_PIXEL(PARAM, PIXEL)\
|
||||
info = PARAM;\
|
||||
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;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec4 t1;
|
||||
layout(location = 2) out float scale_factor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.0004;
|
||||
float dx = params.OriginalSize.z;
|
||||
float dy = params.OriginalSize.w;
|
||||
|
||||
// A3 B3 C3
|
||||
// A1 B1 C1
|
||||
//A2 A0 A B C C4 C6
|
||||
//D2 D0 D E F F4 F6
|
||||
//G2 G0 G H I I4 I6
|
||||
// G5 H5 I5
|
||||
// G7 H7 I7
|
||||
t1 = vec4(dx, 0., 0., dy); // F H
|
||||
scale_factor = params.OutputSize.x * params.OriginalSize.z;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec4 t1;
|
||||
layout(location = 2) in float scale_factor;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D Original;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 fp = fract( vTexCoord * params.OriginalSize.xy ) - vec2( 0.4999, 0.4999 ); // pos = pixel position
|
||||
|
||||
vec2 pxcoord = floor(vTexCoord * params.OriginalSize.xy) * params.OriginalSize.zw;
|
||||
|
||||
vec4 UL = texture(Source, pxcoord + 0.25 * t1.xy + 0.25 * t1.zw );
|
||||
vec4 UR = texture(Source, pxcoord + 0.75 * t1.xy + 0.25 * t1.zw );
|
||||
vec4 DL = texture(Source, pxcoord + 0.25 * t1.xy + 0.75 * t1.zw );
|
||||
vec4 DR = texture(Source, pxcoord + 0.75 * t1.xy + 0.75 * t1.zw );
|
||||
|
||||
vec4 ulparam = remapFrom01( UL, low, high ); // retrieve 1st pass info
|
||||
vec4 urparam = remapFrom01( UR, low, high ); // retrieve 1st pass info
|
||||
vec4 dlparam = remapFrom01( DL, low, high ); // retrieve 1st pass info
|
||||
vec4 drparam = remapFrom01( DR, low, high ); // retrieve 1st pass info
|
||||
|
||||
vec3 E = texture( Original, vTexCoord ).xyz;
|
||||
|
||||
vec3 ax, ay, PX, PY, PZ, PW;
|
||||
float info;
|
||||
vec2 iq;
|
||||
|
||||
GET_PIXEL(ulparam.w, PX);
|
||||
GET_PIXEL(urparam.w, PY);
|
||||
GET_PIXEL(dlparam.w, PZ);
|
||||
GET_PIXEL(drparam.w, PW);
|
||||
|
||||
vec3 fp1 = vec3( fp, -1. );
|
||||
|
||||
vec3 color;
|
||||
vec4 fx;
|
||||
|
||||
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 = 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;
|
||||
|
||||
c1 = mix( E, PX, fx.x );
|
||||
c2 = mix( E, PY, fx.y );
|
||||
c3 = mix( E, PZ, fx.z );
|
||||
c4 = mix( E, PW, fx.w );
|
||||
|
||||
color = c1;
|
||||
color = ( (c_df(c2, E) > c_df(color, E)) ) ? c2 : color;
|
||||
color = ( (c_df(c3, E) > c_df(color, E)) ) ? c3 : color;
|
||||
color = ( (c_df(c4, E) > c_df(color, E)) ) ? c4 : color;
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
|
@ -1,19 +0,0 @@
|
|||
shaders = 3
|
||||
|
||||
shader0 = shaders/super-xbr/super-xbr-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type_x0 = "source"
|
||||
scale_x0 = "1.000000"
|
||||
scale_type_y0 = "source"
|
||||
scale_y0 = "1.000000"
|
||||
|
||||
shader1 = shaders/super-xbr/super-xbr-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type_x1 = "source"
|
||||
scale_x1 = "2.000000"
|
||||
scale_type_y1 = "source"
|
||||
scale_y1 = "2.000000"
|
||||
|
||||
shader2 = shaders/super-xbr/custom-jinc2-sharper.slang
|
||||
filter_linear2 = false
|
||||
|
|
@ -1,32 +0,0 @@
|
|||
shaders = "4"
|
||||
|
||||
shader0 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass1.slang
|
||||
filter_linear0 = "false"
|
||||
float_framebuffer0 = "false"
|
||||
scale_type_x0 = "source"
|
||||
scale_x0 = "1.000000"
|
||||
scale_type_y0 = "source"
|
||||
scale_y0 = "1.000000"
|
||||
alias0 = "PASS1"
|
||||
|
||||
shader1 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass2.slang
|
||||
filter_linear1 = "false"
|
||||
float_framebuffer1 = "false"
|
||||
scale_type_x1 = "source"
|
||||
scale_x1 = "1.000000"
|
||||
scale_type_y1 = "source"
|
||||
scale_y1 = "1.000000"
|
||||
alias1 = "PASS2"
|
||||
|
||||
shader2 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass3.slang
|
||||
filter_linear2 = "false"
|
||||
float_framebuffer2 = "false"
|
||||
scale_type_x2 = "source"
|
||||
scale_x2 = "2.000000"
|
||||
scale_type_y2 = "source"
|
||||
scale_y2 = "2.000000"
|
||||
alias2 = "PASS3"
|
||||
|
||||
shader3 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass4.slang
|
||||
filter_linear3 = "false"
|
||||
float_framebuffer3 = "false"
|
Loading…
Reference in a new issue