mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Update main xBR shaders
- New color distance function to improve IQ; - Merge noblend and aa shaders in same files; - Better param descriptions; - New param to switch between noblend and aa; - New lv1, lv2-multipass and lv3-9x.
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138
xbr/shaders/support/b-spline.slang
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138
xbr/shaders/support/b-spline.slang
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#version 450
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/*
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Copyright (C) 2010 Team XBMC
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http://www.xbmc.org
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Copyright (C) 2011 Stefanos A.
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http://www.opentk.com
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This Program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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any later version.
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This Program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with XBMC; see the file COPYING. If not, write to
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the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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http://www.gnu.org/copyleft/gpl.html
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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 B, C;
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} params;
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// Default to Mitchel-Netravali coefficients for best psychovisual result
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// bicubic-sharp is B = 0.1 and C = 0.5
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// bicubic-sharper is B = 0.0 and C = 0.75
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// Hyllian: using params for B-Spline (B=1.0, C=0.0). Very good at getting rid of jaggies.
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#pragma parameter B "Bicubic Coeff B" 1.00 0.0 1.0 0.01
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#pragma parameter C "Bicubic Coeff C" 0.00 0.0 1.0 0.01
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#define B params.B
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#define C params.C
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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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float weight(float x)
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{
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float ax = abs(x);
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if (ax < 1.0)
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{
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return
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(
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pow(x, 2.0) * ((12.0 - 9.0 * B - 6.0 * C) * ax + (-18.0 + 12.0 * B + 6.0 * C)) +
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(6.0 - 2.0 * B)
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) / 6.0;
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}
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else if ((ax >= 1.0) && (ax < 2.0))
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{
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return
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(
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pow(x, 2.0) * ((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) +
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(-12.0 * B - 48.0 * C) * ax + (8.0 * B + 24.0 * C)
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) / 6.0;
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}
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else
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{
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return 0.0;
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}
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}
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vec4 weight4(float x)
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{
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return vec4(
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weight(x - 2.0),
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weight(x - 1.0),
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weight(x),
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weight(x + 1.0));
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}
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vec3 pixel(float xpos, float ypos, sampler2D tex)
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{
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return texture(tex, vec2(xpos, ypos)).rgb;
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}
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vec3 line_run(float ypos, vec4 xpos, vec4 linetaps, sampler2D tex)
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{
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return
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pixel(xpos.r, ypos, tex) * linetaps.r +
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pixel(xpos.g, ypos, tex) * linetaps.g +
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pixel(xpos.b, ypos, tex) * linetaps.b +
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pixel(xpos.a, ypos, tex) * linetaps.a;
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}
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void main()
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{
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vec2 stepxy = vec2(1.0/params.SourceSize.x, 1.0/params.SourceSize.y);
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vec2 pos = vTexCoord.xy + stepxy * 0.5;
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vec2 f = fract(pos / stepxy);
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vec4 linetaps = weight4(1.0 - f.x);
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vec4 columntaps = weight4(1.0 - f.y);
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//make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur
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linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a;
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columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a;
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vec2 xystart = (-1.5 - f) * stepxy + pos;
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vec4 xpos = vec4(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0);
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// final sum and weight normalization
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vec4 final = vec4(line_run(xystart.y , xpos, linetaps, Source) * columntaps.r +
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line_run(xystart.y + stepxy.y , xpos, linetaps, Source) * columntaps.g +
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line_run(xystart.y + stepxy.y * 2.0, xpos, linetaps, Source) * columntaps.b +
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line_run(xystart.y + stepxy.y * 3.0, xpos, linetaps, Source) * columntaps.a,1);
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FragColor = final;
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}
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281
xbr/shaders/xbr-lv1.slang
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281
xbr/shaders/xbr-lv1.slang
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#version 450
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/*
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Hyllian's xBR-lv1 Shader
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Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to permit
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persons to whom the Software is furnished to do so, subject to the
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following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
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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 XBR_EQ_THRESHOLD;
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float XBR_BLENDING;
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} params;
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#pragma parameter XBR_EQ_THRESHOLD "COLOR DISTINCTION THRESHOLD" 0.32 0.0 1.0 0.01
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#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
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#define XBR_EQ_THRESHOLD params.XBR_EQ_THRESHOLD
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#define XBR_BLENDING params.XBR_BLENDING
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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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// Uncomment just one of the three params below to choose the corner detection
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//#define CORNER_A
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//#define CORNER_B
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#define CORNER_C
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#define saturate(c) clamp(c, 0.0, 1.0)
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const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
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const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
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const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
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const vec3 v2f = vec3( 65536, 256, 1); // vec to float encode
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const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
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// Return if A components are less than or equal B ones.
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vec4 LTE(vec4 A, vec4 B)
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{
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return step(A, B);
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}
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// Return if A components are less than B ones.
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vec4 LT(vec4 A, vec4 B)
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{
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return vec4(lessThan(A, B));
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}
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// Return logically inverted vector components. BEWARE: Only works with 0.0 or 1.0 components.
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vec4 NOT(vec4 A)
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{
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return (vec4(1.0) - A);
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}
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// Compare two vectors and return their components are different.
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vec4 diff(vec4 A, vec4 B)
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{
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return vec4(notEqual(A, B));
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}
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float dist(vec3 A, vec3 B)
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{
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return dot(abs(A-B), Y);
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}
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// Calculate color distance between two vectors of four pixels
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vec4 dist4(mat4x3 A, mat4x3 B)
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{
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return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
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}
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// Tests if color components are under a threshold. In this case they are considered 'equal'.
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vec4 eq(mat4x3 A, mat4x3 B)
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{
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return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD)));
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}
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// Determine if two vector components are NOT equal based on a threshold.
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vec4 neq(mat4x3 A, mat4x3 B)
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{
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return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
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}
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// Calculate weighted distance among pixels in some directions.
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vec4 weighted_distance(mat4x3 a, mat4x3 b, mat4x3 c, mat4x3 d, mat4x3 e, mat4x3 f, mat4x3 g, mat4x3 h)
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{
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return (dist4(a,b) + dist4(a,c) + dist4(d,e) + dist4(d,f) + 4.0*dist4(g,h));
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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 texCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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layout(location = 4) out vec4 t4;
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layout(location = 5) out vec4 t5;
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layout(location = 6) out vec4 t6;
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layout(location = 7) out vec4 t7;
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layout(location = 8) out float aa_factor;
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void main()
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{
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gl_Position = global.MVP * Position;
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texCoord = TexCoord * 1.0001;
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aa_factor = 2.0*params.OutputSize.z * params.SourceSize.x;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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t1 = texCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
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t2 = texCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
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t3 = texCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
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t4 = texCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
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t5 = texCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
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t6 = texCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
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t7 = texCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texCoord;
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layout(location = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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layout(location = 4) in vec4 t4;
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layout(location = 5) in vec4 t5;
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layout(location = 6) in vec4 t6;
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layout(location = 7) in vec4 t7;
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layout(location = 8) in float aa_factor;
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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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void main()
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{
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vec4 edri, edr, px; // px = pixel, edr = edge detection rule
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vec4 irlv0, irlv1;
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vec4 fx; // inequations of straight lines.
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vec3 res1, res2;
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vec4 fx45i, fx45;
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vec2 fp = fract(texCoord*params.SourceSize.xy);
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vec3 A1 = texture(Source, t1.xw ).xyz;
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vec3 B1 = texture(Source, t1.yw ).xyz;
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vec3 C1 = texture(Source, t1.zw ).xyz;
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vec3 A = texture(Source, t2.xw ).xyz;
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vec3 B = texture(Source, t2.yw ).xyz;
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vec3 C = texture(Source, t2.zw ).xyz;
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vec3 D = texture(Source, t3.xw ).xyz;
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vec3 E = texture(Source, t3.yw ).xyz;
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vec3 F = texture(Source, t3.zw ).xyz;
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vec3 G = texture(Source, t4.xw ).xyz;
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vec3 H = texture(Source, t4.yw ).xyz;
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vec3 I = texture(Source, t4.zw ).xyz;
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vec3 G5 = texture(Source, t5.xw ).xyz;
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vec3 H5 = texture(Source, t5.yw ).xyz;
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vec3 I5 = texture(Source, t5.zw ).xyz;
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vec3 A0 = texture(Source, t6.xy ).xyz;
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vec3 D0 = texture(Source, t6.xz ).xyz;
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vec3 G0 = texture(Source, t6.xw ).xyz;
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vec3 C4 = texture(Source, t7.xy ).xyz;
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vec3 F4 = texture(Source, t7.xz ).xyz;
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vec3 I4 = texture(Source, t7.xw ).xyz;
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mat4x3 b = mat4x3(B, D, H, F);
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mat4x3 c = mat4x3(C, A, G, I);
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mat4x3 d = mat4x3(D, H, F, B);
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mat4x3 e = mat4x3(E, E, E, E);
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mat4x3 f = mat4x3(F, B, D, H);
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mat4x3 g = mat4x3(G, I, C, A);
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mat4x3 h = mat4x3(H, F, B, D);
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mat4x3 i = mat4x3(I, C, A, G);
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mat4x3 i4 = mat4x3(I4, C1, A0, G5);
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mat4x3 i5 = mat4x3(I5, C4, A1, G0);
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mat4x3 h5 = mat4x3(H5, F4, B1, D0);
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mat4x3 f4 = mat4x3(F4, B1, D0, H5);
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vec4 b_ = v2f * b;
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vec4 c_ = v2f * c;
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vec4 d_ = b_.yzwx;
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vec4 e_ = v2f * e;
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vec4 f_ = b_.wxyz;
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vec4 g_ = c_.zwxy;
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vec4 h_ = b_.zwxy;
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vec4 i_ = c_.wxyz;
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vec4 i4_ = v2f * i4;
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vec4 i5_ = v2f * i5;
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vec4 h5_ = v2f * h5;
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vec4 f4_ = h5_.yzwx;
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// These inequations define the line below which interpolation occurs.
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fx = ( Ao*fp.y + Bo*fp.x );
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irlv0 = diff(e_,f_) * diff(e_,h_);
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irlv1 = irlv0;
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#ifdef CORNER_B
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irlv1 = saturate(irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
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#endif
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#ifdef CORNER_C
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irlv1 = saturate(irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
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#endif
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if (XBR_BLENDING == 1.0) {
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vec4 delta = vec4(aa_factor);
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fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
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fx45 = saturate( 0.5 + (fx - Co ) / delta );
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}
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else {
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fx45i = LT( Co + Ci, fx );
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fx45 = LT( Co, fx );
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}
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vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
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vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
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edri = LTE(wd1, wd2) * irlv0;
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edr = LT( wd1, wd2) * irlv1 * NOT(edri.yzwx * edri.wxyz);
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fx45i = edri * fx45i;
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fx45 = edr * fx45;
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px = LTE(dist4(e,f), dist4(e,h));
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vec4 maximos = max(fx45, fx45i);
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res1 = mix(E, mix(H, F, px.x), maximos.x);
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res2 = mix(E, mix(B, D, px.z), maximos.z);
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vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
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||||
|
||||
res1 = mix(E, mix(F, B, px.y), maximos.y);
|
||||
res2 = mix(E, mix(D, H, px.w), maximos.w);
|
||||
|
||||
vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
|
||||
|
||||
FragColor = vec4(res, 1.0);
|
||||
}
|
261
xbr/shaders/xbr-lv2-multipass/xbr-lv2-pass0.slang
Normal file
261
xbr/shaders/xbr-lv2-multipass/xbr-lv2-pass0.slang
Normal file
|
@ -0,0 +1,261 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Hyllian's xBR-lv2 - pass0 Shader
|
||||
|
||||
Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
|
||||
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float XBR_EQ_THRESHOLD;
|
||||
float XBR_LV2_COEFFICIENT;
|
||||
} params;
|
||||
|
||||
#pragma parameter XBR_EQ_THRESHOLD "COLOR DISTINCTION THRESHOLD" 0.32 0.0 1.0 0.01
|
||||
#pragma parameter XBR_LV2_COEFFICIENT "SMOOTHNESS THRESHOLD" 0.3 0.0 1.0 0.1
|
||||
|
||||
#define XBR_EQ_THRESHOLD params.XBR_EQ_THRESHOLD
|
||||
#define XBR_LV2_COEFFICIENT params.XBR_LV2_COEFFICIENT
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
} global;
|
||||
|
||||
// Uncomment just one of the three params below to choose the corner detection
|
||||
//#define CORNER_A
|
||||
//#define CORNER_B
|
||||
#define CORNER_C
|
||||
|
||||
#define lv2_cf (XBR_LV2_COEFFICIENT + 2.0)
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define round(X) floor((X)+0.5)
|
||||
|
||||
const vec3 v2f = vec3( 65536, 256, 1); // vec to float encode
|
||||
const vec4 zip = vec4( 1.0, 2.0, 4.0, 8.0);
|
||||
const vec4 low = vec4( 0.0, 0.0, 0.0, 0.0);
|
||||
const vec4 high = vec4(255.0, 255.0, 255.0, 255.0);
|
||||
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
|
||||
|
||||
#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;
|
||||
vTexCoord = TexCoord * 1.0001;
|
||||
|
||||
float dx = global.SourceSize.z;
|
||||
float dy = global.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;
|
||||
|
||||
vec4 remapTo01(vec4 v, vec4 low, vec4 high)
|
||||
{
|
||||
return saturate((v - low)/(high-low));
|
||||
}
|
||||
|
||||
// Return if A components are less than or equal B ones.
|
||||
vec4 LTE(vec4 A, vec4 B)
|
||||
{
|
||||
return step(A, B);
|
||||
}
|
||||
|
||||
// Return if A components are less than B ones.
|
||||
vec4 LT(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(lessThan(A, B));
|
||||
}
|
||||
|
||||
// Return logically inverted vector components. BEWARE: Only works with 0.0 or 1.0 components.
|
||||
vec4 NOT(vec4 A)
|
||||
{
|
||||
return (vec4(1.0) - A);
|
||||
}
|
||||
|
||||
// Compare two vectors and return their components are different.
|
||||
vec4 diff(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(notEqual(A, B));
|
||||
}
|
||||
|
||||
float dist(vec3 A, vec3 B)
|
||||
{
|
||||
return dot(abs(A-B), Y);
|
||||
}
|
||||
|
||||
|
||||
// Calculate color distance between two vectors of four pixels
|
||||
vec4 dist4(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
|
||||
}
|
||||
|
||||
// Tests if color components are under a threshold. In this case they are considered 'equal'.
|
||||
vec4 eq(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD)));
|
||||
}
|
||||
|
||||
// Determine if two vector components are NOT equal based on a threshold.
|
||||
vec4 neq(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
|
||||
}
|
||||
|
||||
// Calculate weighted distance among pixels in some directions.
|
||||
vec4 weighted_distance(mat4x3 a, mat4x3 b, mat4x3 c, mat4x3 d, mat4x3 e, mat4x3 f, mat4x3 g, mat4x3 h)
|
||||
{
|
||||
return (dist4(a,b) + dist4(a,c) + dist4(d,e) + dist4(d,f) + 4.0*dist4(g,h));
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 edri, edr, edr_l, edr_u; // edr = edge detection rule, l = left, u = up.
|
||||
vec4 irlv0, irlv1, irlv2l, irlv2u; // ir = interpolation restriction
|
||||
|
||||
vec3 A1 = texture(Source, t1.xw).rgb;
|
||||
vec3 B1 = texture(Source, t1.yw).rgb;
|
||||
vec3 C1 = texture(Source, t1.zw).rgb;
|
||||
|
||||
vec3 A = texture(Source, t2.xw).rgb;
|
||||
vec3 B = texture(Source, t2.yw).rgb;
|
||||
vec3 C = texture(Source, t2.zw).rgb;
|
||||
|
||||
vec3 D = texture(Source, t3.xw).rgb;
|
||||
vec3 E = texture(Source, t3.yw).rgb;
|
||||
vec3 F = texture(Source, t3.zw).rgb;
|
||||
|
||||
vec3 G = texture(Source, t4.xw).rgb;
|
||||
vec3 H = texture(Source, t4.yw).rgb;
|
||||
vec3 I = texture(Source, t4.zw).rgb;
|
||||
|
||||
vec3 G5 = texture(Source, t5.xw).rgb;
|
||||
vec3 H5 = texture(Source, t5.yw).rgb;
|
||||
vec3 I5 = texture(Source, t5.zw).rgb;
|
||||
|
||||
vec3 A0 = texture(Source, t6.xy).rgb;
|
||||
vec3 D0 = texture(Source, t6.xz).rgb;
|
||||
vec3 G0 = texture(Source, t6.xw).rgb;
|
||||
|
||||
vec3 C4 = texture(Source, t7.xy).rgb;
|
||||
vec3 F4 = texture(Source, t7.xz).rgb;
|
||||
vec3 I4 = texture(Source, t7.xw).rgb;
|
||||
|
||||
mat4x3 b = mat4x3(B, D, H, F);
|
||||
mat4x3 c = mat4x3(C, A, G, I);
|
||||
mat4x3 d = mat4x3(D, H, F, B);
|
||||
mat4x3 e = mat4x3(E, E, E, E);
|
||||
mat4x3 f = mat4x3(F, B, D, H);
|
||||
mat4x3 g = mat4x3(G, I, C, A);
|
||||
mat4x3 h = mat4x3(H, F, B, D);
|
||||
mat4x3 i = mat4x3(I, C, A, G);
|
||||
|
||||
mat4x3 i4 = mat4x3(I4, C1, A0, G5);
|
||||
mat4x3 i5 = mat4x3(I5, C4, A1, G0);
|
||||
mat4x3 h5 = mat4x3(H5, F4, B1, D0);
|
||||
mat4x3 f4 = mat4x3(F4, B1, D0, H5);
|
||||
|
||||
vec4 b_ = v2f * b;
|
||||
vec4 c_ = v2f * c;
|
||||
vec4 d_ = b_.yzwx;
|
||||
vec4 e_ = v2f * e;
|
||||
vec4 f_ = b_.wxyz;
|
||||
vec4 g_ = c_.zwxy;
|
||||
vec4 h_ = b_.zwxy;
|
||||
vec4 i_ = c_.wxyz;
|
||||
|
||||
vec4 i4_ = v2f * i4;
|
||||
vec4 i5_ = v2f * i5;
|
||||
vec4 h5_ = v2f * h5;
|
||||
vec4 f4_ = h5_.yzwx;
|
||||
|
||||
irlv0 = diff(e_, f_) * diff(e_, h_);
|
||||
irlv1 = saturate( irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
|
||||
|
||||
#ifdef CORNER_B
|
||||
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
|
||||
#endif
|
||||
#ifdef CORNER_C
|
||||
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
|
||||
#endif
|
||||
|
||||
irlv2l = diff(e_, g_) * diff(d_, g_);
|
||||
irlv2u = diff(e_, c_) * diff(b_, c_);
|
||||
|
||||
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f );
|
||||
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i );
|
||||
|
||||
vec4 d_fg = dist4(f, g);
|
||||
vec4 d_hc = dist4(h, c);
|
||||
|
||||
edri = LTE(wd1, wd2) * irlv0;
|
||||
edr = LT( wd1, wd2) * irlv1 * NOT(edri.yzwx * edri.wxyz);
|
||||
edr_l = LTE( lv2_cf * d_fg, d_hc ) * irlv2l * edr * (NOT(edri.yzwx) * eq(e, c));
|
||||
edr_u = LTE( lv2_cf * d_hc, d_fg ) * irlv2u * edr * (NOT(edri.wxyz) * eq(e, g));
|
||||
|
||||
vec4 info = zip * mat4(edr, edr_l, edr_u, edri);
|
||||
|
||||
FragColor = remapTo01(info, low, high);
|
||||
}
|
216
xbr/shaders/xbr-lv2-multipass/xbr-lv2-pass1.slang
Normal file
216
xbr/shaders/xbr-lv2-multipass/xbr-lv2-pass1.slang
Normal file
|
@ -0,0 +1,216 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Hyllian's xBR-lv2 - pass1 Shader
|
||||
|
||||
Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float XBR_BLENDING;
|
||||
} params;
|
||||
|
||||
#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
|
||||
|
||||
#define XBR_BLENDING params.XBR_BLENDING
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
} global;
|
||||
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
#define round(X) floor((X)+0.5)
|
||||
|
||||
const vec4 low = vec4( 0.0, 0.0, 0.0, 0.0);
|
||||
const vec4 high = vec4(255.0, 255.0, 255.0, 255.0);
|
||||
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
|
||||
|
||||
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
|
||||
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
|
||||
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
|
||||
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
|
||||
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
|
||||
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
|
||||
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
|
||||
|
||||
#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 float aa_factor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
// vTexCoord = TexCoord;
|
||||
vTexCoord = TexCoord * 1.0001;
|
||||
|
||||
float dx = global.SourceSize.z;
|
||||
float dy = global.SourceSize.w;
|
||||
|
||||
// A1 B1 C1
|
||||
// A0 A B C C4
|
||||
// D0 D E F F4
|
||||
// G0 G H I I4
|
||||
// G5 H5 I5
|
||||
|
||||
aa_factor = 2.0*global.OutputSize.z * global.SourceSize.x;
|
||||
|
||||
t1 = vTexCoord.xyyy + vec4( 0, -dy, 0, dy); // B
|
||||
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); //D E F
|
||||
// H
|
||||
}
|
||||
|
||||
#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 float aa_factor;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D Original;
|
||||
|
||||
// Return if A components are less than or equal B ones.
|
||||
vec4 LTE(vec4 A, vec4 B)
|
||||
{
|
||||
return step(A, B);
|
||||
}
|
||||
|
||||
// Return if A components are less than B ones.
|
||||
vec4 LT(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(lessThan(A, B));
|
||||
}
|
||||
|
||||
float dist(vec3 A, vec3 B)
|
||||
{
|
||||
return dot(abs(A-B), Y);
|
||||
}
|
||||
|
||||
// Calculate color distance between two vectors of four pixels
|
||||
vec4 dist4(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
|
||||
}
|
||||
|
||||
vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
|
||||
{
|
||||
return round(mix(low, high, v));
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 px; // px = pixel, edr = edge detection rule
|
||||
vec4 edri, edr, edr_l, edr_u;
|
||||
vec4 fx, fx_l, fx_u; // inequations of straight lines.
|
||||
vec3 res1, res2;
|
||||
vec4 fx45i, fx45, fx30, fx60;
|
||||
|
||||
vec2 fp = fract(vTexCoord*global.SourceSize.xy);
|
||||
|
||||
vec3 B = texture(Original, t1.xy).rgb;
|
||||
vec3 D = texture(Original, t2.xw).rgb;
|
||||
vec3 E = texture(Original, t2.yw).rgb;
|
||||
vec3 F = texture(Original, t2.zw).rgb;
|
||||
vec3 H = texture(Original, t1.xw).rgb;
|
||||
|
||||
mat4x3 b = mat4x3(B, D, H, F);
|
||||
mat4x3 e = mat4x3(E, E, E, E);
|
||||
mat4x3 d = mat4x3(D, H, F, B);
|
||||
mat4x3 f = mat4x3(F, B, D, H);
|
||||
mat4x3 h = mat4x3(H, F, B, D);
|
||||
|
||||
// These inequations define the line below which interpolation occurs.
|
||||
fx = (Ao*fp.y+Bo*fp.x);
|
||||
fx_l = (Ax*fp.y+Bx*fp.x);
|
||||
fx_u = (Ay*fp.y+By*fp.x);
|
||||
|
||||
if (XBR_BLENDING == 1.0) {
|
||||
vec4 delta = vec4(aa_factor);
|
||||
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
|
||||
vec4 deltaU = deltaL.yxwz;
|
||||
|
||||
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
|
||||
fx45 = saturate( 0.5 + (fx - Co ) / delta );
|
||||
fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
|
||||
fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
|
||||
}
|
||||
else {
|
||||
fx45i = LT( Co + Ci, fx );
|
||||
fx45 = LT( Co, fx );
|
||||
fx30 = LT( Cx, fx_l );
|
||||
fx60 = LT( Cy, fx_u );
|
||||
}
|
||||
|
||||
vec4 info = texture(Source, vTexCoord);
|
||||
|
||||
vec4 i = remapFrom01(info, low, high);
|
||||
|
||||
edr = unpack_info(i.x);
|
||||
edr_l = unpack_info(i.y);
|
||||
edr_u = unpack_info(i.z);
|
||||
edri = unpack_info(i.w);
|
||||
|
||||
fx45i = edri*fx45i;
|
||||
fx45 = edr*fx45;
|
||||
fx30 = edr_l*fx30;
|
||||
fx60 = edr_u*fx60;
|
||||
|
||||
px = LTE(dist4(e,f), dist4(e,h));
|
||||
|
||||
vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));
|
||||
|
||||
res1 = mix(E, mix(H, F, px.x), maximos.x);
|
||||
res2 = mix(E, mix(B, D, px.z), maximos.z);
|
||||
|
||||
vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
res1 = mix(E, mix(F, B, px.y), maximos.y);
|
||||
res2 = mix(E, mix(D, H, px.w), maximos.w);
|
||||
|
||||
vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
|
||||
|
||||
|
||||
FragColor = vec4(res, 1.0);
|
||||
}
|
|
@ -3,7 +3,7 @@
|
|||
/*
|
||||
Hyllian's xBR-lv2 Shader
|
||||
|
||||
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
|
||||
Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a
|
||||
copy of this software and associated documentation files (the
|
||||
|
@ -33,26 +33,18 @@ layout(push_constant) uniform Push
|
|||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float XBR_Y_WEIGHT;
|
||||
float XBR_EQ_THRESHOLD;
|
||||
float XBR_LV1_COEFFICIENT;
|
||||
float XBR_LV2_COEFFICIENT;
|
||||
float small_details;
|
||||
float XBR_BLENDING;
|
||||
} params;
|
||||
|
||||
#pragma parameter XBR_Y_WEIGHT "Y Weight" 48.0 0.0 100.0 1.0
|
||||
#pragma parameter XBR_EQ_THRESHOLD "Eq Threshold" 15.0 0.0 50.0 1.0
|
||||
#pragma parameter XBR_LV1_COEFFICIENT "Lv1 Coefficient" 0.5 0.0 30.0 0.5
|
||||
#pragma parameter XBR_LV2_COEFFICIENT "Lv2 Coefficient" 2.0 1.0 3.0 0.1
|
||||
#pragma parameter small_details "Preserve Small Details" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter XBR_EQ_THRESHOLD "COLOR DISTINCTION THRESHOLD" 0.32 0.0 1.0 0.01
|
||||
#pragma parameter XBR_LV2_COEFFICIENT "SMOOTHNESS THRESHOLD" 0.30 0.0 1.0 0.1
|
||||
#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
|
||||
|
||||
#define XBR_Y_WEIGHT params.XBR_Y_WEIGHT
|
||||
#define XBR_EQ_THRESHOLD params.XBR_EQ_THRESHOLD
|
||||
#define XBR_LV1_COEFFICIENT params.XBR_LV1_COEFFICIENT
|
||||
#define XBR_LV2_COEFFICIENT params.XBR_LV2_COEFFICIENT
|
||||
#define small_details params.small_details
|
||||
|
||||
#define mul(a,b) (b*a)
|
||||
#define XBR_BLENDING params.XBR_BLENDING
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
|
@ -63,23 +55,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define CORNER_A
|
||||
//#define CORNER_B
|
||||
#define CORNER_C
|
||||
//#define CORNER_D
|
||||
|
||||
#ifndef CORNER_A
|
||||
#define SMOOTH_TIPS
|
||||
#endif
|
||||
|
||||
#define XBR_SCALE 3.0
|
||||
|
||||
#define lv2_cf XBR_LV2_COEFFICIENT
|
||||
|
||||
const float coef = 2.0;
|
||||
const vec3 rgbw = vec3(14.352, 28.176, 5.472);
|
||||
const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
|
||||
|
||||
const vec4 delta = vec4(1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE);
|
||||
const vec4 delta_l = vec4(0.5/XBR_SCALE, 1.0/XBR_SCALE, 0.5/XBR_SCALE, 1.0/XBR_SCALE);
|
||||
const vec4 delta_u = delta_l.yxwz;
|
||||
#define lv2_cf (XBR_LV2_COEFFICIENT + 2.0)
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
|
||||
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
|
||||
|
@ -92,12 +70,25 @@ const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
|
|||
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
|
||||
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
|
||||
|
||||
const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
|
||||
const vec3 v2f = vec3( 65536, 256, 1); // vec to float encode
|
||||
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
|
||||
|
||||
// Difference between vector components.
|
||||
vec4 df(vec4 A, vec4 B)
|
||||
// Return if A components are less than or equal B ones.
|
||||
vec4 LTE(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(abs(A-B));
|
||||
return step(A, B);
|
||||
}
|
||||
|
||||
// Return if A components are less than B ones.
|
||||
vec4 LT(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(lessThan(A, B));
|
||||
}
|
||||
|
||||
// Return logically inverted vector components. BEWARE: Only works with 0.0 or 1.0 components.
|
||||
vec4 NOT(vec4 A)
|
||||
{
|
||||
return (vec4(1.0) - A);
|
||||
}
|
||||
|
||||
// Compare two vectors and return their components are different.
|
||||
|
@ -106,34 +97,35 @@ vec4 diff(vec4 A, vec4 B)
|
|||
return vec4(notEqual(A, B));
|
||||
}
|
||||
|
||||
// Determine if two vector components are equal based on a threshold.
|
||||
vec4 eq(vec4 A, vec4 B)
|
||||
float dist(vec3 A, vec3 B)
|
||||
{
|
||||
return (step(df(A, B), vec4(XBR_EQ_THRESHOLD)));
|
||||
return dot(abs(A-B), Y);
|
||||
}
|
||||
|
||||
// Calculate color distance between two vectors of four pixels
|
||||
vec4 dist4(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
|
||||
}
|
||||
|
||||
// Tests if color components are under a threshold. In this case they are considered 'equal'.
|
||||
vec4 eq(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD)));
|
||||
}
|
||||
|
||||
// Determine if two vector components are NOT equal based on a threshold.
|
||||
vec4 neq(vec4 A, vec4 B)
|
||||
vec4 neq(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
|
||||
}
|
||||
|
||||
// Weighted distance.
|
||||
vec4 wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
|
||||
// Calculate weighted distance among pixels in some directions.
|
||||
vec4 weighted_distance(mat4x3 a, mat4x3 b, mat4x3 c, mat4x3 d, mat4x3 e, mat4x3 f, mat4x3 g, mat4x3 h)
|
||||
{
|
||||
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
|
||||
return (dist4(a,b) + dist4(a,c) + dist4(d,e) + dist4(d,f) + 4.0*dist4(g,h));
|
||||
}
|
||||
|
||||
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h, vec4 i, vec4 j, vec4 k, vec4 l)
|
||||
{
|
||||
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + df(i,j) + df(k,l) + 2.0*df(g,h));
|
||||
}
|
||||
|
||||
float c_df(vec3 c1, vec3 c2)
|
||||
{
|
||||
vec3 df = abs(c1 - c2);
|
||||
return df.r + df.g + df.b;
|
||||
}
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
|
@ -146,23 +138,31 @@ layout(location = 4) out vec4 t4;
|
|||
layout(location = 5) out vec4 t5;
|
||||
layout(location = 6) out vec4 t6;
|
||||
layout(location = 7) out vec4 t7;
|
||||
layout(location = 8) out float aa_factor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
texCoord = TexCoord;
|
||||
texCoord = TexCoord * 1.0001;
|
||||
|
||||
aa_factor = 2.0*params.OutputSize.z * params.SourceSize.x;
|
||||
|
||||
float dx = params.SourceSize.z;
|
||||
float dy = params.SourceSize.w;
|
||||
|
||||
t1 = TexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
|
||||
t2 = TexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
|
||||
t3 = TexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
|
||||
t4 = TexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
|
||||
t5 = TexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
|
||||
t6 = TexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
|
||||
t7 = TexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
|
||||
// A1 B1 C1
|
||||
// A0 A B C C4
|
||||
// D0 D E F F4
|
||||
// G0 G H I I4
|
||||
// G5 H5 I5
|
||||
|
||||
t1 = texCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
|
||||
t2 = texCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
|
||||
t3 = texCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
|
||||
t4 = texCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
|
||||
t5 = texCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
|
||||
t6 = texCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
|
||||
t7 = texCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
|
@ -174,14 +174,17 @@ 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 = 8) in float aa_factor;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 edri, edr, edr_l, edr_u, px; // px = pixel, edr = edge detection rule
|
||||
vec4 irlv0, irlv1, irlv2l, irlv2u, block_3d;
|
||||
vec4 irlv0, irlv1, irlv2l, irlv2u;
|
||||
vec4 fx, fx_l, fx_u; // inequations of straight lines.
|
||||
vec3 res1, res2;
|
||||
vec4 fx45i, fx45, fx30, fx60;
|
||||
|
||||
vec2 fp = fract(texCoord*params.SourceSize.xy);
|
||||
|
||||
|
@ -207,100 +210,100 @@ void main()
|
|||
vec3 F4 = texture(Source, t7.xz ).xyz;
|
||||
vec3 I4 = texture(Source, t7.xw ).xyz;
|
||||
|
||||
vec4 b = vec4(dot(B ,rgbw), dot(D ,rgbw), dot(H ,rgbw), dot(F ,rgbw));
|
||||
vec4 c = vec4(dot(C ,rgbw), dot(A ,rgbw), dot(G ,rgbw), dot(I ,rgbw));
|
||||
vec4 d = b.yzwx;
|
||||
vec4 e = vec4(dot(E,rgbw));
|
||||
vec4 f = b.wxyz;
|
||||
vec4 g = c.zwxy;
|
||||
vec4 h = b.zwxy;
|
||||
vec4 i = c.wxyz;
|
||||
|
||||
vec4 i4, i5, h5, f4;
|
||||
|
||||
float y_weight = XBR_Y_WEIGHT;
|
||||
|
||||
if (small_details < 0.5)
|
||||
{
|
||||
i4 = vec4(dot(I4,rgbw), dot(C1,rgbw), dot(A0,rgbw), dot(G5,rgbw));
|
||||
i5 = vec4(dot(I5,rgbw), dot(C4,rgbw), dot(A1,rgbw), dot(G0,rgbw));
|
||||
h5 = vec4(dot(H5,rgbw), dot(F4,rgbw), dot(B1,rgbw), dot(D0,rgbw));
|
||||
}
|
||||
else
|
||||
{
|
||||
i4 = mul( mat4x3(I4, C1, A0, G5), y_weight * Y );
|
||||
i5 = mul( mat4x3(I5, C4, A1, G0), y_weight * Y );
|
||||
h5 = mul( mat4x3(H5, F4, B1, D0), y_weight * Y );
|
||||
}
|
||||
f4 = h5.yzwx;
|
||||
|
||||
// These inequations define the line below which interpolation occurs.
|
||||
fx = (Ao*fp.y+Bo*fp.x);
|
||||
fx_l = (Ax*fp.y+Bx*fp.x);
|
||||
fx_u = (Ay*fp.y+By*fp.x);
|
||||
mat4x3 b = mat4x3(B, D, H, F);
|
||||
mat4x3 c = mat4x3(C, A, G, I);
|
||||
mat4x3 d = mat4x3(D, H, F, B);
|
||||
mat4x3 e = mat4x3(E, E, E, E);
|
||||
mat4x3 f = mat4x3(F, B, D, H);
|
||||
mat4x3 g = mat4x3(G, I, C, A);
|
||||
mat4x3 h = mat4x3(H, F, B, D);
|
||||
mat4x3 i = mat4x3(I, C, A, G);
|
||||
|
||||
irlv1 = irlv0 = diff(e,f) * diff(e,h);
|
||||
mat4x3 i4 = mat4x3(I4, C1, A0, G5);
|
||||
mat4x3 i5 = mat4x3(I5, C4, A1, G0);
|
||||
mat4x3 h5 = mat4x3(H5, F4, B1, D0);
|
||||
mat4x3 f4 = mat4x3(F4, B1, D0, H5);
|
||||
|
||||
vec4 b_ = v2f * b;
|
||||
vec4 c_ = v2f * c;
|
||||
vec4 d_ = b_.yzwx;
|
||||
vec4 e_ = v2f * e;
|
||||
vec4 f_ = b_.wxyz;
|
||||
vec4 g_ = c_.zwxy;
|
||||
vec4 h_ = b_.zwxy;
|
||||
vec4 i_ = c_.wxyz;
|
||||
|
||||
vec4 i4_ = v2f * i4;
|
||||
vec4 i5_ = v2f * i5;
|
||||
vec4 h5_ = v2f * h5;
|
||||
vec4 f4_ = h5_.yzwx;
|
||||
|
||||
// These inequations define the line below which interpolation occurs.
|
||||
fx = ( Ao*fp.y + Bo*fp.x );
|
||||
fx_l = ( Ax*fp.y + Bx*fp.x );
|
||||
fx_u = ( Ay*fp.y + By*fp.x );
|
||||
|
||||
irlv0 = diff(e_,f_) * diff(e_,h_);
|
||||
irlv1 = irlv0;
|
||||
|
||||
#ifdef CORNER_B
|
||||
irlv1 = (irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
|
||||
#endif
|
||||
#ifdef CORNER_D
|
||||
vec4 c1 = i4.yzwx;
|
||||
vec4 g0 = i5.wxyz;
|
||||
irlv1 = (irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) * (diff(f,f4) * diff(f,i) + diff(h,h5) * diff(h,i) + diff(h,g) + diff(f,c) + eq(b,c1) * eq(d,g0)));
|
||||
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
|
||||
#endif
|
||||
#ifdef CORNER_C
|
||||
irlv1 = (irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
|
||||
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
|
||||
#endif
|
||||
|
||||
irlv2l = diff(e,g) * diff(d,g);
|
||||
irlv2u = diff(e,c) * diff(b,c);
|
||||
irlv2l = diff(e_,g_) * diff( d_, g_);
|
||||
irlv2u = diff(e_,c_) * diff( b_, c_);
|
||||
|
||||
vec4 fx45i = clamp((fx + delta -Co - Ci)/(2.0*delta ), 0.0, 1.0);
|
||||
vec4 fx45 = clamp((fx + delta -Co )/(2.0*delta ), 0.0, 1.0);
|
||||
vec4 fx30 = clamp((fx_l + delta_l -Cx )/(2.0*delta_l), 0.0, 1.0);
|
||||
vec4 fx60 = clamp((fx_u + delta_u -Cy )/(2.0*delta_u), 0.0, 1.0);
|
||||
if (XBR_BLENDING == 1.0) {
|
||||
vec4 delta = vec4(aa_factor);
|
||||
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
|
||||
vec4 deltaU = deltaL.yxwz;
|
||||
|
||||
vec4 wd1, wd2;
|
||||
if (small_details < 0.5)
|
||||
{
|
||||
wd1 = wd( e, c, g, i, h5, f4, h, f);
|
||||
wd2 = wd( h, d, i5, f, i4, b, e, i);
|
||||
}
|
||||
else
|
||||
{
|
||||
wd1 = weighted_distance( e, c, g, i, f4, h5, h, f, b, d, i4, i5);
|
||||
wd2 = weighted_distance( h, d, i5, f, b, i4, e, i, g, h5, c, f4);
|
||||
}
|
||||
|
||||
edri = step(wd1, wd2) * irlv0;
|
||||
edr = step(wd1 + vec4(0.1, 0.1, 0.1, 0.1), wd2) * step(vec4(0.5, 0.5, 0.5, 0.5), irlv1);
|
||||
edr_l = step( lv2_cf*df(f,g), df(h,c) ) * irlv2l * edr;
|
||||
edr_u = step( lv2_cf*df(h,c), df(f,g) ) * irlv2u * edr;
|
||||
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
|
||||
fx45 = saturate( 0.5 + (fx - Co ) / delta );
|
||||
fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
|
||||
fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
|
||||
}
|
||||
else {
|
||||
fx45i = LT( Co + Ci, fx );
|
||||
fx45 = LT( Co, fx );
|
||||
fx30 = LT( Cx, fx_l );
|
||||
fx60 = LT( Cy, fx_u );
|
||||
}
|
||||
|
||||
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
|
||||
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
|
||||
|
||||
fx45 = edr * fx45;
|
||||
fx30 = edr_l * fx30;
|
||||
fx60 = edr_u * fx60;
|
||||
fx45i = edri * fx45i;
|
||||
vec4 d_fg = dist4(f, g);
|
||||
vec4 d_hc = dist4(h, c);
|
||||
|
||||
px = step(df(e,f), df(e,h));
|
||||
edri = LTE(wd1, wd2) * irlv0;
|
||||
edr = LT( wd1, wd2) * irlv1 * NOT(edri.yzwx * edri.wxyz);
|
||||
edr_l = LTE( lv2_cf * d_fg, d_hc ) * irlv2l * edr * (NOT(edri.yzwx) * eq(e, c));
|
||||
edr_u = LTE( lv2_cf * d_hc, d_fg ) * irlv2u * edr * (NOT(edri.wxyz) * eq(e, g));
|
||||
|
||||
fx45i = edri * fx45i;
|
||||
fx45 = edr * fx45;
|
||||
fx30 = edr_l * fx30;
|
||||
fx60 = edr_u * fx60;
|
||||
|
||||
px = LTE(dist4(e,f), dist4(e,h));
|
||||
|
||||
#ifdef SMOOTH_TIPS
|
||||
vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));
|
||||
#endif
|
||||
#ifndef SMOOTH_TIPS
|
||||
vec4 maximos = max(max(fx30, fx60), fx45);
|
||||
#endif
|
||||
|
||||
vec3 res1 = E;
|
||||
res1 = mix(res1, mix(H, F, px.x), maximos.x);
|
||||
res1 = mix(res1, mix(B, D, px.z), maximos.z);
|
||||
res1 = mix(E, mix(H, F, px.x), maximos.x);
|
||||
res2 = mix(E, mix(B, D, px.z), maximos.z);
|
||||
|
||||
vec3 res2 = E;
|
||||
res2 = mix(res2, mix(F, B, px.y), maximos.y);
|
||||
res2 = mix(res2, mix(D, H, px.w), maximos.w);
|
||||
vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2)));
|
||||
res1 = mix(E, mix(F, B, px.y), maximos.y);
|
||||
res2 = mix(E, mix(D, H, px.w), maximos.w);
|
||||
|
||||
vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
|
||||
|
||||
FragColor = vec4(res, 1.0);
|
||||
}
|
||||
|
|
|
@ -1,71 +1,149 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Hyllian's xBR-lv3 Shader
|
||||
|
||||
Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a
|
||||
copy of this software and associated documentation files (the
|
||||
"Software"), to deal in the Software without restriction, including
|
||||
without limitation the rights to use, copy, modify, merge, publish,
|
||||
distribute, sublicense, and/or sell copies of the Software, and to permit
|
||||
persons to whom the Software is furnished to do so, subject to the
|
||||
following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
DEALINGS IN THE SOFTWARE.
|
||||
|
||||
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float XBR_Y_WEIGHT;
|
||||
float XBR_EQ_THRESHOLD;
|
||||
float XBR_EQ_THRESHOLD2;
|
||||
float XBR_LV2_COEFFICIENT;
|
||||
float corner_type;
|
||||
float XBR_BLENDING;
|
||||
} params;
|
||||
|
||||
#pragma parameter XBR_Y_WEIGHT "Y Weight" 48.0 0.0 100.0 1.0
|
||||
#pragma parameter XBR_EQ_THRESHOLD "EQ Threshold" 10.0 0.0 50.0 1.0
|
||||
#pragma parameter XBR_EQ_THRESHOLD2 "EQ Threshold 2" 2.0 0.0 4.0 1.0
|
||||
#pragma parameter XBR_LV2_COEFFICIENT "Lv2 Coefficient" 2.0 1.0 3.0 1.0
|
||||
#pragma parameter corner_type "Corner Calculation" 3.0 1.0 3.0 1.0
|
||||
#pragma parameter XBR_EQ_THRESHOLD "COLOR DISTINCTION THRESHOLD" 0.32 0.0 1.0 0.01
|
||||
#pragma parameter XBR_LV2_COEFFICIENT "SMOOTHNESS THRESHOLD" 0.30 0.0 1.0 0.1
|
||||
#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
|
||||
|
||||
#define XBR_EQ_THRESHOLD params.XBR_EQ_THRESHOLD
|
||||
#define XBR_LV2_COEFFICIENT params.XBR_LV2_COEFFICIENT
|
||||
#define XBR_BLENDING params.XBR_BLENDING
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
|
||||
const vec4 delta = vec4(0.4, 0.4, 0.4, 0.4);
|
||||
// Uncomment just one of the three params below to choose the corner detection
|
||||
//#define CORNER_A
|
||||
//#define CORNER_B
|
||||
#define CORNER_C
|
||||
|
||||
vec4 df(vec4 A, vec4 B)
|
||||
#define XBR_EQ_THRESHOLD2 0.02
|
||||
#define lv2_cf (XBR_LV2_COEFFICIENT + 2.0)
|
||||
#define saturate(c) clamp(c, 0.0, 1.0)
|
||||
|
||||
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
|
||||
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
|
||||
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
|
||||
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
|
||||
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
|
||||
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
|
||||
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
|
||||
|
||||
const vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
|
||||
const vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
|
||||
const vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
|
||||
const vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
|
||||
const vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
|
||||
const vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
|
||||
|
||||
const vec3 v2f = vec3( 65536, 256, 1); // vec to float encode
|
||||
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
|
||||
|
||||
// Return if A components are less than or equal B ones.
|
||||
vec4 LTE(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(abs(A-B));
|
||||
return step(A, B);
|
||||
}
|
||||
|
||||
float c_df(vec3 c1, vec3 c2) {
|
||||
vec3 df = abs(c1 - c2);
|
||||
return df.r + df.g + df.b;
|
||||
}
|
||||
|
||||
bvec4 eq(vec4 A, vec4 B)
|
||||
// Return if A components are less than B ones.
|
||||
vec4 LT(vec4 A, vec4 B)
|
||||
{
|
||||
return lessThan(df(A, B), vec4(params.XBR_EQ_THRESHOLD));
|
||||
return vec4(lessThan(A, B));
|
||||
}
|
||||
|
||||
bvec4 eq2(vec4 A, vec4 B)
|
||||
// Return logically inverted vector components. BEWARE: Only works with 0.0 or 1.0 components.
|
||||
vec4 NOT(vec4 A)
|
||||
{
|
||||
return lessThan(df(A, B), vec4(params.XBR_EQ_THRESHOLD2));
|
||||
return (vec4(1.0) - A);
|
||||
}
|
||||
|
||||
bvec4 and(bvec4 A, bvec4 B)
|
||||
// Compare two vectors and return their components are different.
|
||||
vec4 diff(vec4 A, vec4 B)
|
||||
{
|
||||
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
|
||||
return vec4(notEqual(A, B));
|
||||
}
|
||||
|
||||
bvec4 or(bvec4 A, bvec4 B)
|
||||
float dist(vec3 A, vec3 B)
|
||||
{
|
||||
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
|
||||
return dot(abs(A-B), Y);
|
||||
}
|
||||
|
||||
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
|
||||
// Calculate color distance between two vectors of four pixels
|
||||
vec4 dist4(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
|
||||
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
|
||||
}
|
||||
|
||||
// Tests if color components are under a threshold. In this case they are considered 'equal'.
|
||||
vec4 eq(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD)));
|
||||
}
|
||||
|
||||
vec4 eq2(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD2)));
|
||||
}
|
||||
|
||||
// Determine if two vector components are NOT equal based on a threshold.
|
||||
vec4 neq(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
|
||||
}
|
||||
|
||||
// Calculate weighted distance among pixels in some directions.
|
||||
vec4 weighted_distance(mat4x3 a, mat4x3 b, mat4x3 c, mat4x3 d, mat4x3 e, mat4x3 f, mat4x3 g, mat4x3 h)
|
||||
{
|
||||
return (dist4(a,b) + dist4(a,c) + dist4(d,e) + dist4(d,f) + 4.0*dist4(g,h));
|
||||
}
|
||||
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 0) out vec2 texCoord;
|
||||
layout(location = 1) out vec4 t1;
|
||||
layout(location = 2) out vec4 t2;
|
||||
layout(location = 3) out vec4 t3;
|
||||
|
@ -73,33 +151,35 @@ layout(location = 4) out vec4 t4;
|
|||
layout(location = 5) out vec4 t5;
|
||||
layout(location = 6) out vec4 t6;
|
||||
layout(location = 7) out vec4 t7;
|
||||
layout(location = 8) out float aa_factor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord * 1.0004;
|
||||
|
||||
vec2 ps = vec2(1.0) / params.SourceSize.xy;
|
||||
float dx = ps.x;
|
||||
float dy = ps.y;
|
||||
texCoord = TexCoord * 1.0001;
|
||||
|
||||
// A1 B1 C1
|
||||
// A0 A B C C4
|
||||
// D0 D E F F4
|
||||
// G0 G H I I4
|
||||
// G5 H5 I5
|
||||
aa_factor = 2.0*params.OutputSize.z * params.SourceSize.x;
|
||||
|
||||
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
|
||||
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 = texCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
|
||||
t2 = texCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
|
||||
t3 = texCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
|
||||
t4 = texCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
|
||||
t5 = texCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
|
||||
t6 = texCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
|
||||
t7 = texCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) in vec2 texCoord;
|
||||
layout(location = 1) in vec4 t1;
|
||||
layout(location = 2) in vec4 t2;
|
||||
layout(location = 3) in vec4 t3;
|
||||
|
@ -107,162 +187,164 @@ 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 = 8) in float aa_factor;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
bvec4 edr, edr_left, edr_up, edr3_left, edr3_up, px; // px = pixel, 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 nc, nc30, nc60, nc45, nc15, nc75; // new_color
|
||||
vec4 fx, fx_left, fx_up, finalfx, fx3_left, fx3_up; // inequations of straight lines.
|
||||
vec3 res1, res2, pix1, pix2;
|
||||
float blend1, blend2;
|
||||
vec4 edri, edr, edr_l, edr_u, edr3_l, edr3_u, px; // px = pixel, edr = edge detection rule
|
||||
vec4 irlv0, irlv1, irlv2l, irlv2u, irlv3l, irlv3u;
|
||||
vec4 fx, fx_l, fx_u, fx3_l, fx3_u; // inequations of straight lines.
|
||||
vec3 res1, res2;
|
||||
vec4 fx45i, fx45, fx30, fx60, fx15, fx75;
|
||||
|
||||
vec2 fp = fract(vTexCoord * params.SourceSize.xy);
|
||||
vec2 fp = fract(texCoord*params.SourceSize.xy);
|
||||
|
||||
vec3 A1 = texture(Source, t1.xw).rgb;
|
||||
vec3 B1 = texture(Source, t1.yw).rgb;
|
||||
vec3 C1 = texture(Source, t1.zw).rgb;
|
||||
vec3 A1 = texture(Source, t1.xw ).xyz;
|
||||
vec3 B1 = texture(Source, t1.yw ).xyz;
|
||||
vec3 C1 = texture(Source, t1.zw ).xyz;
|
||||
vec3 A = texture(Source, t2.xw ).xyz;
|
||||
vec3 B = texture(Source, t2.yw ).xyz;
|
||||
vec3 C = texture(Source, t2.zw ).xyz;
|
||||
vec3 D = texture(Source, t3.xw ).xyz;
|
||||
vec3 E = texture(Source, t3.yw ).xyz;
|
||||
vec3 F = texture(Source, t3.zw ).xyz;
|
||||
vec3 G = texture(Source, t4.xw ).xyz;
|
||||
vec3 H = texture(Source, t4.yw ).xyz;
|
||||
vec3 I = texture(Source, t4.zw ).xyz;
|
||||
vec3 G5 = texture(Source, t5.xw ).xyz;
|
||||
vec3 H5 = texture(Source, t5.yw ).xyz;
|
||||
vec3 I5 = texture(Source, t5.zw ).xyz;
|
||||
vec3 A0 = texture(Source, t6.xy ).xyz;
|
||||
vec3 D0 = texture(Source, t6.xz ).xyz;
|
||||
vec3 G0 = texture(Source, t6.xw ).xyz;
|
||||
vec3 C4 = texture(Source, t7.xy ).xyz;
|
||||
vec3 F4 = texture(Source, t7.xz ).xyz;
|
||||
vec3 I4 = texture(Source, t7.xw ).xyz;
|
||||
|
||||
vec3 A = texture(Source, t2.xw).rgb;
|
||||
vec3 B = texture(Source, t2.yw).rgb;
|
||||
vec3 C = texture(Source, t2.zw).rgb;
|
||||
mat4x3 b = mat4x3(B, D, H, F);
|
||||
mat4x3 c = mat4x3(C, A, G, I);
|
||||
mat4x3 d = mat4x3(D, H, F, B);
|
||||
mat4x3 e = mat4x3(E, E, E, E);
|
||||
mat4x3 f = mat4x3(F, B, D, H);
|
||||
mat4x3 g = mat4x3(G, I, C, A);
|
||||
mat4x3 h = mat4x3(H, F, B, D);
|
||||
mat4x3 i = mat4x3(I, C, A, G);
|
||||
|
||||
vec3 D = texture(Source, t3.xw).rgb;
|
||||
vec3 E = texture(Source, t3.yw).rgb;
|
||||
vec3 F = texture(Source, t3.zw).rgb;
|
||||
mat4x3 i4 = mat4x3(I4, C1, A0, G5);
|
||||
mat4x3 i5 = mat4x3(I5, C4, A1, G0);
|
||||
mat4x3 h5 = mat4x3(H5, F4, B1, D0);
|
||||
mat4x3 f4 = mat4x3(F4, B1, D0, H5);
|
||||
|
||||
vec3 G = texture(Source, t4.xw).rgb;
|
||||
vec3 H = texture(Source, t4.yw).rgb;
|
||||
vec3 I = texture(Source, t4.zw).rgb;
|
||||
mat4x3 c4 = mat4x3(C4, A1, G0, I5);
|
||||
mat4x3 g5 = mat4x3(G5, I4, C1, A0);
|
||||
|
||||
vec3 G5 = texture(Source, t5.xw).rgb;
|
||||
vec3 H5 = texture(Source, t5.yw).rgb;
|
||||
vec3 I5 = texture(Source, t5.zw).rgb;
|
||||
mat4x3 c1 = mat4x3(C1, A0, G5, I4);
|
||||
mat4x3 g0 = mat4x3(G0, I5, C4, A1);
|
||||
mat4x3 b1 = mat4x3(B1, D0, H5, F4);
|
||||
mat4x3 d0 = mat4x3(D0, H5, F4, B1);
|
||||
|
||||
vec3 A0 = texture(Source, t6.xy).rgb;
|
||||
vec3 D0 = texture(Source, t6.xz).rgb;
|
||||
vec3 G0 = texture(Source, t6.xw).rgb;
|
||||
vec4 b_ = v2f * b;
|
||||
vec4 c_ = v2f * c;
|
||||
vec4 d_ = b_.yzwx;
|
||||
vec4 e_ = v2f * e;
|
||||
vec4 f_ = b_.wxyz;
|
||||
vec4 g_ = c_.zwxy;
|
||||
vec4 h_ = b_.zwxy;
|
||||
vec4 i_ = c_.wxyz;
|
||||
|
||||
vec3 C4 = texture(Source, t7.xy).rgb;
|
||||
vec3 F4 = texture(Source, t7.xz).rgb;
|
||||
vec3 I4 = texture(Source, t7.xw).rgb;
|
||||
vec4 i4_ = v2f * i4;
|
||||
vec4 i5_ = v2f * i5;
|
||||
vec4 h5_ = v2f * h5;
|
||||
vec4 f4_ = h5_.yzwx;
|
||||
|
||||
vec4 b = transpose(mat4x3(B, D, H, F)) * (params.XBR_Y_WEIGHT * yuv[0]);
|
||||
vec4 c = transpose(mat4x3(C, A, G, I)) * (params.XBR_Y_WEIGHT * yuv[0]);
|
||||
vec4 e = transpose(mat4x3(E, E, E, E)) * (params.XBR_Y_WEIGHT * yuv[0]);
|
||||
vec4 d = b.yzwx;
|
||||
vec4 f = b.wxyz;
|
||||
vec4 g = c.zwxy;
|
||||
vec4 h = b.zwxy;
|
||||
vec4 i = c.wxyz;
|
||||
vec4 c4_ = i5_.yzwx;
|
||||
vec4 g5_ = i4_.wxyz;
|
||||
|
||||
vec4 i4 = transpose(mat4x3(I4, C1, A0, G5)) * (params.XBR_Y_WEIGHT*yuv[0]);
|
||||
vec4 i5 = transpose(mat4x3(I5, C4, A1, G0)) * (params.XBR_Y_WEIGHT*yuv[0]);
|
||||
vec4 h5 = transpose(mat4x3(H5, F4, B1, D0)) * (params.XBR_Y_WEIGHT*yuv[0]);
|
||||
vec4 f4 = h5.yzwx;
|
||||
vec4 c1_ = i4_.yzwx;
|
||||
vec4 g0_ = i5_.wxyz;
|
||||
vec4 b1_ = h5_.zwxy;
|
||||
vec4 d0_ = h5_.wxyz;
|
||||
|
||||
vec4 c1 = i4.yzwx;
|
||||
vec4 g0 = i5.wxyz;
|
||||
vec4 b1 = h5.zwxy;
|
||||
vec4 d0 = h5.wxyz;
|
||||
// These inequations define the line below which interpolation occurs.
|
||||
fx = ( Ao*fp.y + Bo*fp.x );
|
||||
fx_l = ( Ax*fp.y + Bx*fp.x );
|
||||
fx_u = ( Ay*fp.y + By*fp.x );
|
||||
fx3_l = ( Az*fp.y + Bz*fp.x );
|
||||
fx3_u = ( Aw*fp.y + Bw*fp.x );
|
||||
|
||||
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 );
|
||||
irlv0 = diff(e_,f_) * diff(e_,h_);
|
||||
irlv1 = irlv0;
|
||||
|
||||
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 );
|
||||
#ifdef CORNER_B
|
||||
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
|
||||
#endif
|
||||
#ifdef CORNER_C
|
||||
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
|
||||
#endif
|
||||
|
||||
fx = (Ao*fp.y+Bo*fp.x);
|
||||
fx_left = (Ax*fp.y+Bx*fp.x);
|
||||
fx_up = (Ay*fp.y+By*fp.x);
|
||||
fx3_left= (Az*fp.y+Bz*fp.x);
|
||||
fx3_up = (Aw*fp.y+Bw*fp.x);
|
||||
irlv2l = diff(e_,g_) * diff( d_, g_);
|
||||
irlv2u = diff(e_,c_) * diff( b_, c_);
|
||||
irlv3l = eq2(g,g0) * diff(d0_,g0_);
|
||||
irlv3u = eq2(c,c1) * diff(b1_,c1_);
|
||||
|
||||
// It uses CORNER_C if none of the others are defined.
|
||||
if(params.corner_type == 1.0)
|
||||
{interp_restriction_lv1 = and(notEqual(e, f), notEqual(e, h));}
|
||||
else if(params.corner_type == 2.0)
|
||||
{interp_restriction_lv1 = and(and(notEqual(e,f) , notEqual(e,h)) ,
|
||||
( or(or(and(and(or(and(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)) ) );}
|
||||
//commenting this one out because something got broken
|
||||
/*else if(params.corner_type == 6.0)
|
||||
{interp_restriction_lv1 = and(and(and(notEqual(e,f) , notEqual(e,h)) ,
|
||||
( or(or(and(and(or(and(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)) )) , (and(or(or(or(or(and(notEqual(f,f4) , notEqual(f,i)) ,
|
||||
and(notEqual(h,h5) , notEqual(h,i))) , notEqual(h,g)) , notEqual(f,c)) ,
|
||||
eq(b,c1)) , eq(d,g0))));} */
|
||||
else
|
||||
{interp_restriction_lv1 = and(and(notEqual(e, f), notEqual(e, h)),
|
||||
or(or(and(not(eq(f,b)), not(eq(f,c))),
|
||||
and(not(eq(h,d)), not(eq(h,g)))),
|
||||
or(and(eq(e,i), or(and(not(eq(f,f4)), not(eq(f,i4))),
|
||||
and(not(eq(h,h5)), not(eq(h,i5))))),
|
||||
or(eq(e,g), eq(e,c)))));}
|
||||
if (XBR_BLENDING == 1.0) {
|
||||
vec4 delta = vec4(aa_factor);
|
||||
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
|
||||
vec4 deltaU = deltaL.yxwz;
|
||||
|
||||
interp_restriction_lv2_left = and(notEqual(e, g), notEqual(d, g));
|
||||
interp_restriction_lv2_up = and(notEqual(e, c), notEqual(b, c));
|
||||
interp_restriction_lv3_left = and(eq2(g,g0), not(eq2(d0,g0)));
|
||||
interp_restriction_lv3_up = and(eq2(c,c1), not(eq2(b1,c1)));
|
||||
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
|
||||
fx45 = saturate( 0.5 + (fx - Co ) / delta );
|
||||
fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
|
||||
fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
|
||||
}
|
||||
else {
|
||||
fx45i = LT( Co + Ci, fx );
|
||||
fx45 = LT( Co, fx );
|
||||
fx30 = LT( Cx, fx_l );
|
||||
fx60 = LT( Cy, fx_u );
|
||||
}
|
||||
|
||||
vec4 fx45 = smoothstep(Co - delta, Co + delta, fx);
|
||||
vec4 fx30 = smoothstep(Cx - delta, Cx + delta, fx_left);
|
||||
vec4 fx60 = smoothstep(Cy - delta, Cy + delta, fx_up);
|
||||
vec4 fx15 = smoothstep(Cz - delta, Cz + delta, fx3_left);
|
||||
vec4 fx75 = smoothstep(Cw - delta, Cw + delta, fx3_up);
|
||||
fx15 = LT( Cz, fx3_l ); // Can't do AA on lv3, yet! TO FIX LATER!
|
||||
fx75 = LT( Cw, fx3_u );
|
||||
|
||||
edr = and(lessThan(weighted_distance( e, c, g, i, h5, f4, h, f), weighted_distance( h, d, i5, f, i4, b, e, i)), interp_restriction_lv1);
|
||||
edr_left = and(lessThanEqual((params.XBR_LV2_COEFFICIENT*df(f,g)), df(h,c)), interp_restriction_lv2_left);
|
||||
edr_up = and(greaterThanEqual(df(f,g), (params.XBR_LV2_COEFFICIENT*df(h,c))), interp_restriction_lv2_up);
|
||||
edr3_left = interp_restriction_lv3_left;
|
||||
edr3_up = interp_restriction_lv3_up;
|
||||
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
|
||||
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
|
||||
|
||||
nc45 = and(edr, bvec4(fx45));
|
||||
nc30 = and(edr, and(edr_left, bvec4(fx30)));
|
||||
nc60 = and(edr, and(edr_up, bvec4(fx60)));
|
||||
nc15 = and(and(edr, edr_left), and(edr3_left, bvec4(fx15)));
|
||||
nc75 = and(and(edr, edr_up), and(edr3_up, bvec4(fx75)));
|
||||
vec4 d_fg = dist4(f, g);
|
||||
vec4 d_hc = dist4(h, c);
|
||||
|
||||
px = lessThanEqual(df(e, f), df(e, h));
|
||||
edri = LTE( wd1, wd2 ) * irlv0;
|
||||
edr = LT( wd1, wd2 ) * irlv1 * NOT(edri.yzwx * edri.wxyz);
|
||||
edr_l = LTE( lv2_cf * d_fg, d_hc ) * irlv2l * edr * (NOT(edri.yzwx) * eq(e, c));
|
||||
edr_u = LTE( lv2_cf * d_hc, d_fg ) * irlv2u * edr * (NOT(edri.wxyz) * eq(e, g));
|
||||
edr3_l = irlv3l * edr_l;
|
||||
edr3_u = irlv3u * edr_u;
|
||||
|
||||
nc = bvec4(nc75.x || nc15.x || nc30.x || nc60.x || nc45.x, nc75.y || nc15.y || nc30.y || nc60.y || nc45.y, nc75.z || nc15.z || nc30.z || nc60.z || nc45.z, nc75.w || nc15.w || nc30.w || nc60.w || nc45.w);
|
||||
fx45i = edri * fx45i;
|
||||
fx45 = edr * fx45;
|
||||
fx30 = edr_l * fx30;
|
||||
fx60 = edr_u * fx60;
|
||||
fx15 = edr3_l * fx15 * eq(e,c4); // Needs further tests!
|
||||
fx75 = edr3_u * fx75 * eq(e,g5);
|
||||
|
||||
vec4 final45 = vec4(nc45) * fx45;
|
||||
vec4 final30 = vec4(nc30) * fx30;
|
||||
vec4 final60 = vec4(nc60) * fx60;
|
||||
vec4 final15 = vec4(nc15) * fx15;
|
||||
vec4 final75 = vec4(nc75) * fx75;
|
||||
px = LTE(dist4(e,f), dist4(e,h));
|
||||
|
||||
vec4 maximo = max(max(max(final15, final75),max(final30, final60)), final45);
|
||||
vec4 maximos = max(max(max(fx15, fx30), max(fx60, fx75)), max(fx45, fx45i));
|
||||
|
||||
if (nc.x) {pix1 = px.x ? F : H; blend1 = maximo.x;}
|
||||
else if (nc.y) {pix1 = px.y ? B : F; blend1 = maximo.y;}
|
||||
else if (nc.z) {pix1 = px.z ? D : B; blend1 = maximo.z;}
|
||||
else if (nc.w) {pix1 = px.w ? H : D; blend1 = maximo.w;}
|
||||
res1 = mix(E, mix(H, F, px.x), maximos.x);
|
||||
res2 = mix(E, mix(B, D, px.z), maximos.z);
|
||||
|
||||
if (nc.w) {pix2 = px.w ? H : D; blend2 = maximo.w;}
|
||||
else if (nc.z) {pix2 = px.z ? D : B; blend2 = maximo.z;}
|
||||
else if (nc.y) {pix2 = px.y ? B : F; blend2 = maximo.y;}
|
||||
else if (nc.x) {pix2 = px.x ? F : H; blend2 = maximo.x;}
|
||||
vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
res1 = mix(E, pix1, blend1);
|
||||
res2 = mix(E, pix2, blend2);
|
||||
vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2)));
|
||||
res1 = mix(E, mix(F, B, px.y), maximos.y);
|
||||
res2 = mix(E, mix(D, H, px.w), maximos.w);
|
||||
|
||||
vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
|
||||
|
||||
FragColor = vec4(res, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
4
xbr/xbr-lv1.slangp
Normal file
4
xbr/xbr-lv1.slangp
Normal file
|
@ -0,0 +1,4 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = "shaders/xbr-lv1.slang"
|
||||
filter_linear0 = false
|
10
xbr/xbr-lv2-multipass.slangp
Normal file
10
xbr/xbr-lv2-multipass.slangp
Normal file
|
@ -0,0 +1,10 @@
|
|||
shaders = "2"
|
||||
shader0 = shaders/xbr-lv2-multipass/xbr-lv2-pass0.slang
|
||||
scale_type0 = "source"
|
||||
scale0 = "1.000000"
|
||||
|
||||
shader1 = shaders/xbr-lv2-multipass/xbr-lv2-pass1.slang
|
||||
|
||||
filter_linear0 = "false"
|
||||
filter_linear1 = "false"
|
||||
|
20
xbr/xbr-lv3-9x.slangp
Normal file
20
xbr/xbr-lv3-9x.slangp
Normal file
|
@ -0,0 +1,20 @@
|
|||
shaders = 3
|
||||
|
||||
shader0 = shaders/xbr-lv3.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = "source"
|
||||
scale0 = "3.000000"
|
||||
|
||||
shader1 = shaders/xbr-lv3.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = "source"
|
||||
scale1 = "3.000000"
|
||||
|
||||
|
||||
shader2 = "shaders/support/b-spline.slang"
|
||||
filter_linear2 = false
|
||||
|
||||
parameters = "XBR_BLENDING"
|
||||
|
||||
XBR_BLENDING = "0.0"
|
||||
|
|
@ -1,4 +1,10 @@
|
|||
shaders = 1
|
||||
shaders = 2
|
||||
|
||||
shader0 = "shaders/xbr-lv3.slang"
|
||||
shader0 = shaders/xbr-lv3.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = "source"
|
||||
scale0 = "3.000000"
|
||||
|
||||
shader1 = "shaders/support/b-spline.slang"
|
||||
filter_linear1 = false
|
||||
|
||||
|
|
Loading…
Reference in a new issue