diff --git a/xbr/shaders/xbr-lv2.slang b/xbr/shaders/xbr-lv2.slang new file mode 100644 index 0000000..96aa5e1 --- /dev/null +++ b/xbr/shaders/xbr-lv2.slang @@ -0,0 +1,272 @@ +#version 450 + +/* + Hyllian's xBR-lv2 Shader + + Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com + + Permission is hereby granted, free of charge, to any person obtaining a + copy of this software and associated documentation files (the + "Software"), to deal in the Software without restriction, including + without limitation the rights to use, copy, modify, merge, publish, + distribute, sublicense, and/or sell copies of the Software, and to permit + persons to whom the Software is furnished to do so, subject to the + following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + DEALINGS IN THE SOFTWARE. + + 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_LV1_COEFFICIENT; + float XBR_LV2_COEFFICIENT; +} 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 + +#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 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +// Uncomment just one of the three params below to choose the corner detection +//#define CORNER_A +//#define CORNER_B +#define CORNER_C +//#define CORNER_D + +#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; + +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); + + +// Difference between vector components. +vec4 df(vec4 A, vec4 B) +{ + return vec4(abs(A-B)); +} + +// Compare two vectors and return their components are different. +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) +{ + return (step(df(A, B), vec4(XBR_EQ_THRESHOLD))); +} + +// Determine if two vector components are NOT equal based on a threshold. +vec4 neq(vec4 A, vec4 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) +{ + return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*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; +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; + +void main() +{ + gl_Position = global.MVP * Position; + texCoord = TexCoord; + + + 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 +} + +#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 = 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 fx, fx_l, fx_u; // inequations of straight lines. + + 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; + + 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 = vec4(dot(I4,rgbw), dot(C1,rgbw), dot(A0,rgbw), dot(G5,rgbw)); + vec4 i5 = vec4(dot(I5,rgbw), dot(C4,rgbw), dot(A1,rgbw), dot(G0,rgbw)); + vec4 h5 = vec4(dot(H5,rgbw), dot(F4,rgbw), dot(B1,rgbw), dot(D0,rgbw)); + 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); + + irlv1 = irlv0 = diff(e,f) * diff(e,h); + +#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))); +#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)) ); +#endif + + 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); + + vec4 wd1 = wd( e, c, g, i, h5, f4, h, f); + vec4 wd2 = wd( h, d, i5, f, i4, b, e, i); + + 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; + + fx45 = edr * fx45; + fx30 = edr_l * fx30; + fx60 = edr_u * fx60; + fx45i = edri * fx45i; + + px = step(df(e,f), df(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); + + vec3 res2 = E; + res2 = mix(res2, mix(F, B, px.y), maximos.y); + res2 = mix(res2, mix(D, H, px.w), maximos.w); + + vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2))); + + FragColor = vec4(res, 1.0); +} diff --git a/xbr/xbr-lv2.slangp b/xbr/xbr-lv2.slangp new file mode 100644 index 0000000..b133e92 --- /dev/null +++ b/xbr/xbr-lv2.slangp @@ -0,0 +1,5 @@ +shaders = 1 + +shader0 = "shaders/xbr-lv2.slang" +filter_linear0 = false +scale_type_0 = source