From b57ea11402127c69366571dc74e7ff931dbeb555 Mon Sep 17 00:00:00 2001 From: Hyllian Date: Sat, 16 Jul 2022 07:50:47 -0300 Subject: [PATCH] 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. --- xbr/shaders/support/b-spline.slang | 138 ++++++ xbr/shaders/xbr-lv1.slang | 281 ++++++++++++ .../xbr-lv2-multipass/xbr-lv2-pass0.slang | 261 +++++++++++ .../xbr-lv2-multipass/xbr-lv2-pass1.slang | 216 +++++++++ xbr/shaders/xbr-lv2.slang | 279 ++++++------ xbr/shaders/xbr-lv3.slang | 426 +++++++++++------- xbr/xbr-lv1.slangp | 4 + xbr/xbr-lv2-multipass.slangp | 10 + xbr/xbr-lv3-9x.slangp | 20 + xbr/xbr-lv3.slangp | 10 +- 10 files changed, 1333 insertions(+), 312 deletions(-) create mode 100644 xbr/shaders/support/b-spline.slang create mode 100644 xbr/shaders/xbr-lv1.slang create mode 100644 xbr/shaders/xbr-lv2-multipass/xbr-lv2-pass0.slang create mode 100644 xbr/shaders/xbr-lv2-multipass/xbr-lv2-pass1.slang create mode 100644 xbr/xbr-lv1.slangp create mode 100644 xbr/xbr-lv2-multipass.slangp create mode 100644 xbr/xbr-lv3-9x.slangp diff --git a/xbr/shaders/support/b-spline.slang b/xbr/shaders/support/b-spline.slang new file mode 100644 index 0000000..b192576 --- /dev/null +++ b/xbr/shaders/support/b-spline.slang @@ -0,0 +1,138 @@ +#version 450 + +/* + Copyright (C) 2010 Team XBMC + http://www.xbmc.org + Copyright (C) 2011 Stefanos A. + http://www.opentk.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, 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 XBMC; see the file COPYING. If not, write to +the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. +http://www.gnu.org/copyleft/gpl.html +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float B, C; +} params; + +// Default to Mitchel-Netravali coefficients for best psychovisual result +// bicubic-sharp is B = 0.1 and C = 0.5 +// bicubic-sharper is B = 0.0 and C = 0.75 +// Hyllian: using params for B-Spline (B=1.0, C=0.0). Very good at getting rid of jaggies. +#pragma parameter B "Bicubic Coeff B" 1.00 0.0 1.0 0.01 +#pragma parameter C "Bicubic Coeff C" 0.00 0.0 1.0 0.01 + +#define B params.B +#define C params.C + +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; + +float weight(float x) +{ + float ax = abs(x); + + if (ax < 1.0) + { + return + ( + pow(x, 2.0) * ((12.0 - 9.0 * B - 6.0 * C) * ax + (-18.0 + 12.0 * B + 6.0 * C)) + + (6.0 - 2.0 * B) + ) / 6.0; + } + else if ((ax >= 1.0) && (ax < 2.0)) + { + return + ( + pow(x, 2.0) * ((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) + + (-12.0 * B - 48.0 * C) * ax + (8.0 * B + 24.0 * C) + ) / 6.0; + } + else + { + return 0.0; + } +} + +vec4 weight4(float x) +{ + return vec4( + weight(x - 2.0), + weight(x - 1.0), + weight(x), + weight(x + 1.0)); +} + +vec3 pixel(float xpos, float ypos, sampler2D tex) +{ + return texture(tex, vec2(xpos, ypos)).rgb; +} + +vec3 line_run(float ypos, vec4 xpos, vec4 linetaps, sampler2D tex) +{ + return + pixel(xpos.r, ypos, tex) * linetaps.r + + pixel(xpos.g, ypos, tex) * linetaps.g + + pixel(xpos.b, ypos, tex) * linetaps.b + + pixel(xpos.a, ypos, tex) * linetaps.a; +} + +void main() +{ + vec2 stepxy = vec2(1.0/params.SourceSize.x, 1.0/params.SourceSize.y); + vec2 pos = vTexCoord.xy + stepxy * 0.5; + vec2 f = fract(pos / stepxy); + + vec4 linetaps = weight4(1.0 - f.x); + vec4 columntaps = weight4(1.0 - f.y); + + //make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur + linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a; + columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a; + + vec2 xystart = (-1.5 - f) * stepxy + pos; + vec4 xpos = vec4(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0); + + +// final sum and weight normalization + vec4 final = vec4(line_run(xystart.y , xpos, linetaps, Source) * columntaps.r + + line_run(xystart.y + stepxy.y , xpos, linetaps, Source) * columntaps.g + + line_run(xystart.y + stepxy.y * 2.0, xpos, linetaps, Source) * columntaps.b + + line_run(xystart.y + stepxy.y * 3.0, xpos, linetaps, Source) * columntaps.a,1); + + FragColor = final; +} diff --git a/xbr/shaders/xbr-lv1.slang b/xbr/shaders/xbr-lv1.slang new file mode 100644 index 0000000..1409a46 --- /dev/null +++ b/xbr/shaders/xbr-lv1.slang @@ -0,0 +1,281 @@ +#version 450 + +/* + Hyllian's xBR-lv1 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_EQ_THRESHOLD; + float XBR_BLENDING; +} params; + +#pragma parameter XBR_EQ_THRESHOLD "COLOR DISTINCTION THRESHOLD" 0.32 0.0 1.0 0.01 +#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_BLENDING params.XBR_BLENDING + +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 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 Ci = vec4(0.25, 0.25, 0.25, 0.25); + +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 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)); +} + + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 texCoord; +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; +layout(location = 8) out float aa_factor; + +void main() +{ + gl_Position = global.MVP * Position; + texCoord = TexCoord * 1.0001; + + aa_factor = 2.0*params.OutputSize.z * params.SourceSize.x; + + 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 texCoord; +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 = 8) in float aa_factor; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + vec4 edri, edr, px; // px = pixel, edr = edge detection rule + vec4 irlv0, irlv1; + vec4 fx; // inequations of straight lines. + vec3 res1, res2; + vec4 fx45i, fx45; + + vec2 fp = fract(texCoord*params.SourceSize.xy); + + 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; + + 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; + + // These inequations define the line below which interpolation occurs. + fx = ( Ao*fp.y + Bo*fp.x ); + + irlv0 = diff(e_,f_) * diff(e_,h_); + irlv1 = irlv0; + +#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 + + if (XBR_BLENDING == 1.0) { + vec4 delta = vec4(aa_factor); + + fx45i = saturate( 0.5 + (fx - Co - Ci) / delta ); + fx45 = saturate( 0.5 + (fx - Co ) / delta ); + } + else { + fx45i = LT( Co + Ci, fx ); + fx45 = LT( Co, fx ); + } + + 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 = LTE(wd1, wd2) * irlv0; + edr = LT( wd1, wd2) * irlv1 * NOT(edri.yzwx * edri.wxyz); + + fx45i = edri * fx45i; + fx45 = edr * fx45; + + px = LTE(dist4(e,f), dist4(e,h)); + + vec4 maximos = 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); +} diff --git a/xbr/shaders/xbr-lv2-multipass/xbr-lv2-pass0.slang b/xbr/shaders/xbr-lv2-multipass/xbr-lv2-pass0.slang new file mode 100644 index 0000000..ea14c7c --- /dev/null +++ b/xbr/shaders/xbr-lv2-multipass/xbr-lv2-pass0.slang @@ -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); +} diff --git a/xbr/shaders/xbr-lv2-multipass/xbr-lv2-pass1.slang b/xbr/shaders/xbr-lv2-multipass/xbr-lv2-pass1.slang new file mode 100644 index 0000000..84b3b30 --- /dev/null +++ b/xbr/shaders/xbr-lv2-multipass/xbr-lv2-pass1.slang @@ -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); +} diff --git a/xbr/shaders/xbr-lv2.slang b/xbr/shaders/xbr-lv2.slang index 88596cf..68d0216 100644 --- a/xbr/shaders/xbr-lv2.slang +++ b/xbr/shaders/xbr-lv2.slang @@ -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); } diff --git a/xbr/shaders/xbr-lv3.slang b/xbr/shaders/xbr-lv3.slang index 9f0844b..f1c9251 100644 --- a/xbr/shaders/xbr-lv3.slang +++ b/xbr/shaders/xbr-lv3.slang @@ -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); -} \ No newline at end of file +} + diff --git a/xbr/xbr-lv1.slangp b/xbr/xbr-lv1.slangp new file mode 100644 index 0000000..68b5e2f --- /dev/null +++ b/xbr/xbr-lv1.slangp @@ -0,0 +1,4 @@ +shaders = 1 + +shader0 = "shaders/xbr-lv1.slang" +filter_linear0 = false diff --git a/xbr/xbr-lv2-multipass.slangp b/xbr/xbr-lv2-multipass.slangp new file mode 100644 index 0000000..0909dec --- /dev/null +++ b/xbr/xbr-lv2-multipass.slangp @@ -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" + diff --git a/xbr/xbr-lv3-9x.slangp b/xbr/xbr-lv3-9x.slangp new file mode 100644 index 0000000..4fb9437 --- /dev/null +++ b/xbr/xbr-lv3-9x.slangp @@ -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" + diff --git a/xbr/xbr-lv3.slangp b/xbr/xbr-lv3.slangp index 45122f5..927572a 100644 --- a/xbr/xbr-lv3.slangp +++ b/xbr/xbr-lv3.slangp @@ -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 +