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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
some cleanups, still not working
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@ -40,7 +40,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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*/
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#define round(X) floor((X)+0.5)
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#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*t1).rgb
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#define TEX(dx,dy) texture(Source, vTexCoord + vec2((dx), (dy)) * t1).rgb
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const float cf2 = 2.0;
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const float cf3 = 4.0;
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@ -49,11 +49,13 @@ const vec4 eq_thresholdold = vec4(15.0, 15.0, 15.0, 15.0);
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const vec4 eq_threshold = vec4( 2.0, 2.0, 2.0, 2.0);
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const vec4 eq_threshold3 = vec4(25.0, 25.0, 25.0, 25.0);
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const vec3 Yuv_weight = vec3(4.0, 1.0, 2.0);
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const mat3x3 yuv = mat3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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const mat3x3 yuv = mat3x3(0.299, 0.587, 0.114,
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-0.169, -0.331, 0.499,
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0.499, -0.418, -0.0813);
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const mat3x3 yuvT = mat3x3(0.299, -0.169, 0.499,
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0.587, -0.331, -0.418,
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0.114, 0.499, -0.0813);
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const mat3x3 yuv_weighted = mat3x3(Yuv_weight.x*yuv[0], Yuv_weight.y*yuv[1], Yuv_weight.z*yuv[2]);
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const mat3x3 yuv_weighted = mat3x3(Yuv_weight.x * yuv[0], Yuv_weight.y * yuv[1], Yuv_weight.z * yuv[2]);
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const vec4 maximo = vec4(255.0f, 255.0f, 255.0f, 255.0f);
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vec4 df(vec4 A, vec4 B)
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@ -88,7 +90,7 @@ bvec4 eq3(vec4 A, vec4 B)
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vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
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{
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return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
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return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0 * df(g,h));
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}
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#pragma stage vertex
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@ -102,9 +104,6 @@ void main()
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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// A3 B3 C3
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// A1 B1 C1
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//A2 A0 A B C C4 C6
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@ -113,7 +112,7 @@ void main()
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// G5 H5 I5
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// G7 H7 I7
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t1 = vec2(dx, dy); // F H
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t1 = vec2(params.SourceSize.z, params.SourceSize.w); // F H
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}
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#pragma stage fragment
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@ -129,51 +128,25 @@ void main()
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bvec4 interp_restriction_lv3_left, interp_restriction_lv3_up;
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bvec4 interp_restriction_lv4_left, interp_restriction_lv4_up;
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vec3 A3 = TEX(-1,-3);
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vec3 B3 = TEX( 0,-3);
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vec3 C3 = TEX( 1,-3);
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vec3 A1 = TEX(-1,-2);
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vec3 B1 = TEX( 0,-2);
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vec3 C1 = TEX( 1,-2);
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vec3 A2 = TEX(-3,-1);
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vec3 A0 = TEX(-2,-1);
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vec3 A = TEX(-1,-1);
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vec3 B = TEX( 0,-1);
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vec3 C = TEX( 1,-1);
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vec3 C4 = TEX( 2,-1);
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vec3 C6 = TEX( 3,-1);
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vec3 D2 = TEX(-3, 0);
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vec3 D0 = TEX(-2, 0);
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vec3 D = TEX(-1, 0);
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vec3 E = TEX( 0, 0);
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vec3 F = TEX( 1, 0);
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vec3 F4 = TEX( 2, 0);
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vec3 F6 = TEX( 3, 0);
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vec3 G2 = TEX(-3, 1);
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vec3 G0 = TEX(-2, 1);
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vec3 G = TEX(-1, 1);
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vec3 H = TEX( 0, 1);
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vec3 I = TEX( 1, 1);
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vec3 I4 = TEX( 2, 1);
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vec3 I6 = TEX( 3, 1);
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vec3 G5 = TEX(-1, 2);
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vec3 H5 = TEX( 0, 2);
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vec3 I5 = TEX( 1, 2);
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vec3 G7 = TEX(-1, 3);
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vec3 H7 = TEX( 0, 3);
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vec3 I7 = TEX( 1, 3);
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vec3 A3 = TEX(-1,-3); vec3 B3 = TEX( 0,-3); vec3 C3 = TEX( 1,-3);
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vec3 A1 = TEX(-1,-2); vec3 B1 = TEX( 0,-2); vec3 C1 = TEX( 1,-2);
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vec3 A2 = TEX(-3,-1); vec3 A0 = TEX(-2,-1); vec3 A = TEX(-1,-1); vec3 B = TEX( 0,-1); vec3 C = TEX( 1,-1); vec3 C4 = TEX( 2,-1); vec3 C6 = TEX( 3,-1);
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vec3 D2 = TEX(-3, 0); vec3 D0 = TEX(-2, 0); vec3 D = TEX(-1, 0); vec3 E = TEX( 0, 0); vec3 F = TEX( 1, 0); vec3 F4 = TEX( 2, 0); vec3 F6 = TEX( 3, 0);
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vec3 G2 = TEX(-3, 1); vec3 G0 = TEX(-2, 1); vec3 G = TEX(-1, 1); vec3 H = TEX( 0, 1); vec3 I = TEX( 1, 1); vec3 I4 = TEX( 2, 1); vec3 I6 = TEX( 3, 1);
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vec3 G5 = TEX(-1, 2); vec3 H5 = TEX( 0, 2); vec3 I5 = TEX( 1, 2);
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vec3 G7 = TEX(-1, 3); vec3 H7 = TEX( 0, 3); vec3 I7 = TEX( 1, 3);
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mat4x3 bdhf = yuvT * mat4x3(B, D, H, F);
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 b = Yuv_weight * bdhf;
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mat4x3 bdhf0 = yuvT * mat4x3(B, D, H, F);
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bdhf0 = mat4x3(abs(bdhf0[0]), abs(bdhf0[1]), abs(bdhf0[2]), abs(bdhf0[3]));
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vec4 b = Yuv_weight * bdhf0;
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bdhf = yuvT * mat4x3(C, A, G, I);
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 c = Yuv_weight * bdhf;
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mat4x3 bdhf1 = yuvT * mat4x3(C, A, G, I);
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bdhf1 = mat4x3(abs(bdhf1[0]), abs(bdhf1[1]), abs(bdhf1[2]), abs(bdhf1[3]));
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vec4 c = Yuv_weight * bdhf1;
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bdhf = yuvT * mat4x3(E, E, E, E);
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 e = Yuv_weight * bdhf;
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mat4x3 bdhf2 = yuvT * mat4x3(E, E, E, E);
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bdhf2 = mat4x3(abs(bdhf2[0]), abs(bdhf2[1]), abs(bdhf2[2]), abs(bdhf2[3]));
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vec4 e = Yuv_weight * bdhf2;
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vec4 d = b.yzwx;
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vec4 f = b.wxyz;
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@ -181,39 +154,37 @@ void main()
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vec4 h = b.zwxy;
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vec4 i = c.wxyz;
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bdhf = yuvT * mat4x3(I4, C1, A0, G5);
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 i4 = Yuv_weight * bdhf;
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mat4x3 bdhf3 = yuvT * mat4x3(I4, C1, A0, G5);
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bdhf3 = mat4x3(abs(bdhf3[0]), abs(bdhf3[1]), abs(bdhf3[2]), abs(bdhf3[3]));
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vec4 i4 = Yuv_weight * bdhf3;
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bdhf = yuvT * mat4x3(I5, C4, A1, G0);
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 i5 = Yuv_weight * bdhf;
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mat4x3 bdhf4 = yuvT * mat4x3(I5, C4, A1, G0);
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bdhf4 = mat4x3(abs(bdhf4[0]), abs(bdhf4[1]), abs(bdhf4[2]), abs(bdhf4[3]));
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vec4 i5 = Yuv_weight * bdhf4;
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bdhf = yuvT * mat4x3(H5, F4, B1, D0);
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 h5 = Yuv_weight * bdhf;
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mat4x3 bdhf5 = yuvT * mat4x3(H5, F4, B1, D0);
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bdhf5 = mat4x3(abs(bdhf5[0]), abs(bdhf5[1]), abs(bdhf5[2]), abs(bdhf5[3]));
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vec4 h5 = Yuv_weight * bdhf5;
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vec4 f4 = h5.yzwx;
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vec4 c1 = i4.yzwx;
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vec4 g0 = i5.wxyz;
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vec4 b1 = h5.zwxy;
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vec4 d0 = h5.wxyz;
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bdhf = yuvT * mat4x3(I6, C3, A2, G7);
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 i6 = Yuv_weight * bdhf;
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mat4x3 bdhf6 = yuvT * mat4x3(I6, C3, A2, G7);
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bdhf6 = mat4x3(abs(bdhf6[0]), abs(bdhf6[1]), abs(bdhf6[2]), abs(bdhf6[3]));
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vec4 i6 = Yuv_weight * bdhf6;
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bdhf = yuvT * mat4x3(I7, C6, A3, G2);
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 i7 = Yuv_weight * bdhf;
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mat4x3 bdhf7 = yuvT * mat4x3(I7, C6, A3, G2);
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bdhf7 = mat4x3(abs(bdhf7[0]), abs(bdhf7[1]), abs(bdhf7[2]), abs(bdhf7[3]));
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vec4 i7 = Yuv_weight * bdhf7;
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bdhf = yuvT * mat4x3(H7, F6, B3, D2);
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bdhf = mat4x3(abs(bdhf[0]), abs(bdhf[1]), abs(bdhf[2]), abs(bdhf[3]));
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vec4 h7 = Yuv_weight * bdhf;
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mat4x3 bdhf8 = yuvT * mat4x3(H7, F6, B3, D2);
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bdhf8 = mat4x3(abs(bdhf8[0]), abs(bdhf8[1]), abs(bdhf8[2]), abs(bdhf8[3]));
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vec4 h7 = Yuv_weight * bdhf8;
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vec4 f6 = h7.yzwx;
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vec4 c3 = i6.yzwx;
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vec4 g2 = i7.wxyz;
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vec4 b3 = h7.zwxy;
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@ -240,8 +211,15 @@ void main()
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edr4_up = (greaterThanEqual(df(f,g2) , (cf4*df(h,c3))) == bvec4(true) && interp_restriction_lv4_up == bvec4(true) && edr3_up == bvec4(true)) ? bvec4(true) : bvec4(false);
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vec4 info;
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info = (edr4_left == bvec4(true) && edr4_up == bvec4(false)) ? vec4(8.0) : ((edr4_up == bvec4(true) && edr4_left == bvec4(false)) ? vec4(7.0) : ((edr3_left == bvec4(true) && edr3_up == bvec4(false)) ? vec4(6.0) : ((edr3_up == bvec4(true) && edr3_left == bvec4(false)) ? vec4(5.0) : ((edr_left == bvec4(true) && edr_up == bvec4(false)) ? vec4(4.0) : ((edr_up == bvec4(true) && edr_left == bvec4(false)) ? vec4(3.0) : (edr == bvec4(true) ? vec4(2.0) : (edr0 == bvec4(true) ? vec4(1.0) : vec4(0.0))))))));
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info = (edr0 == bvec4(true)) ? vec4(1.0) : vec4(0.0);
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info = (edr == bvec4(true)) ? vec4(2.0) : info;
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info = (edr_up == bvec4(true) && edr_left == bvec4(false)) ? vec4(3.0) : info;
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info = (edr_left == bvec4(true) && edr_up == bvec4(false)) ? vec4(4.0) : info;
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info = (edr3_up == bvec4(true) && edr3_left == bvec4(false)) ? vec4(5.0) : info;
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info = (edr3_left == bvec4(true) && edr3_up == bvec4(false)) ? vec4(6.0) : info;
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info = (edr4_up == bvec4(true) && edr4_left == bvec4(false)) ? vec4(7.0) : info;
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info = (edr4_left == bvec4(true) && edr4_up == bvec4(false)) ? vec4(8.0) : info;
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// info = (edr4_left == bvec4(true) && edr4_up == bvec4(false)) ? vec4(8.0) : ((edr4_up == bvec4(true) && edr4_left == bvec4(false)) ? vec4(7.0) : ((edr3_left == bvec4(true) && edr3_up == bvec4(false)) ? vec4(6.0) : ((edr3_up == bvec4(true) && edr3_left == bvec4(false)) ? vec4(5.0) : ((edr_left == bvec4(true) && edr_up == bvec4(false)) ? vec4(4.0) : ((edr_up == bvec4(true) && edr_left == bvec4(false)) ? vec4(3.0) : (edr == bvec4(true) ? vec4(2.0) : (edr0 == bvec4(true) ? vec4(1.0) : vec4(0.0))))))));
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FragColor = vec4(remapTo01(info, maximo));
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}
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@ -63,13 +63,13 @@ const vec3 lines[13] = {
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vec3( 8.0, 4.0, 2.0), // 3 LV2u
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vec3( 4.0, 8.0, 2.0), // 4 LV2l
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vec3(12.0, 4.0, 2.0), // 5 LV3u
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vec3( 4.0,12.0, 2.0), // 6 LV3l
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vec3( 4.0, 12.0, 2.0), // 6 LV3l
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vec3(16.0, 4.0, 2.0), // 7 LV4u
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vec3( 4.0,16.0, 2.0), // 8 LV4l
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vec3( 4.0, 16.0, 2.0), // 8 LV4l
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vec3(12.0, 4.0, 6.0), // 9 LV3u
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vec3( 4.0,12.0, 6.0), // 10 LV3l
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vec3( 4.0, 12.0, 6.0), // 10 LV3l
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vec3(16.0, 4.0, 6.0), // 11 LV4u
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vec3( 4.0,16.0, 6.0), // 12 LV4l
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vec3( 4.0, 16.0, 6.0), // 12 LV4l
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};
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vec4 remapTo01(vec4 v, vec4 low, vec4 high)
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@ -45,8 +45,6 @@ const vec3 bin = vec3( 4.0f, 2.0f, 1.0f);
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const vec4 low = vec4(-64.0f, -64.0f, -64.0f, -64.0f);
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const vec4 high = vec4( 64.0f, 64.0f, 64.0f, 64.0f);
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const mat2x4 sym_vectors = mat2x4(1, 1, -1, -1, 1, -1, -1, 1);
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vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
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{
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return round(mix(low, high, v));
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