mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Add lanczos, spline16 and spline36
Three general purpose multipass shaders: - lanczos3-fast: lanczos with 3-taps; - spline16-fast: looks like lanczos2 with slightly less ringing; - spline36-fast: looks like lanczos3 with slightly less ringing.
This commit is contained in:
parent
1a0aa9b7ab
commit
cfe2bc9ecf
125
cubic/shaders/spline16-x.slang
Normal file
125
cubic/shaders/spline16-x.slang
Normal file
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@ -0,0 +1,125 @@
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#version 450
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/*
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Spline16 - PassX - by Hyllian 2022
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Adapted from bicubic source shaders below.
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Spline36 math sources: https://www.panotools.org/dersch/interpolator/interpolator.html
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*/
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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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||||
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||||
You should have received a copy of the GNU General Public License
|
||||
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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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord + vec2(0.0001, 0.0001);;
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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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x = abs(x);
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if (x < 1.0)
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{
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return
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(
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((x - 9.0 / 5.0) * x - 1.0 / 5.0 ) * x + 1.0
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);
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}
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else if ((x >= 1.0) && (x < 2.0))
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{
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return
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(
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(( -1.0 / 3.0 * (x - 1) + 4.0 / 5.0 ) * (x - 1) - 7.0 / 15.0 ) * (x - 1)
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);
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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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}
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void main()
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{
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vec2 ps = params.SourceSize.zw;
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vec2 pos = vTexCoord.xy + ps * vec2(0.5, 0.0);
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vec2 fp = fract(pos / ps);
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vec2 xystart = (-1.5 - fp) * ps + pos;
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float ypos = xystart.y + ps.y * 2.0;
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vec3 C0 = texture(Source, vec2(xystart.x , ypos)).rgb;
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vec3 C1 = texture(Source, vec2(xystart.x + ps.x , ypos)).rgb;
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vec3 C2 = texture(Source, vec2(xystart.x + ps.x * 2.0, ypos)).rgb;
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vec3 C3 = texture(Source, vec2(xystart.x + ps.x * 3.0, ypos)).rgb;
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vec4 w = weight4(1.0 - fp.x);
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float sum = dot( w, vec4(1));
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w /= sum;
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vec3 color = mat4x3( C0, C1, C2, C3 ) * w;
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FragColor = vec4(color, 1.0);
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}
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125
cubic/shaders/spline16-y.slang
Normal file
125
cubic/shaders/spline16-y.slang
Normal file
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@ -0,0 +1,125 @@
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#version 450
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/*
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Spline16 - PassY - by Hyllian 2022
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Adapted from bicubic source shaders below.
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Spline36 math sources: https://www.panotools.org/dersch/interpolator/interpolator.html
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*/
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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
|
||||
the Free Software Foundation; either version 2, or (at your option)
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||||
any later version.
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||||
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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
|
||||
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.
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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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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord + vec2(0.0001, 0.0001);;
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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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x = abs(x);
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if (x < 1.0)
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{
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return
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(
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((x - 9.0 / 5.0) * x - 1.0 / 5.0 ) * x + 1.0
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);
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}
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else if ((x >= 1.0) && (x < 2.0))
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{
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return
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(
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(( -1.0 / 3.0 * (x - 1) + 4.0 / 5.0 ) * (x - 1) - 7.0 / 15.0 ) * (x - 1)
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);
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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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}
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void main()
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{
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vec2 ps = params.SourceSize.zw;
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vec2 pos = vTexCoord.xy + ps * vec2(0.0, 0.5);
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vec2 fp = fract(pos / ps);
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vec2 xystart = (-1.5 - fp) * ps + pos;
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float xpos = xystart.x + ps.x * 2.0;
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vec3 C0 = texture(Source, vec2(xpos, xystart.y )).rgb;
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vec3 C1 = texture(Source, vec2(xpos, xystart.y + ps.y )).rgb;
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vec3 C2 = texture(Source, vec2(xpos, xystart.y + ps.y * 2.0)).rgb;
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vec3 C3 = texture(Source, vec2(xpos, xystart.y + ps.y * 3.0)).rgb;
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vec4 w = weight4(1.0 - fp.y);
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float sum = dot( w, vec4(1));
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w /= sum;
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vec3 color = mat4x3( C0, C1, C2, C3 ) * w;
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FragColor = vec4(color, 1.0);
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}
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135
cubic/shaders/spline36-x.slang
Normal file
135
cubic/shaders/spline36-x.slang
Normal file
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@ -0,0 +1,135 @@
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#version 450
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/*
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Spline36 - PassX - by Hyllian 2022
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Adapted from bicubic source shaders below.
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Spline36 math sources: https://www.panotools.org/dersch/interpolator/interpolator.html
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*/
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/*
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Copyright (C) 2010 Team XBMC
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||||
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
|
||||
*/
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||||
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord + vec2(0.0001, 0.0001);;
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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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x = abs(x);
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if (x < 1.0)
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{
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return
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(
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( ( 13.0/11.0 * x - 453.0/ 209.0 ) * x - 3.0/ 209.0 ) * x + 1.0
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);
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}
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else if ((x >= 1.0) && (x < 2.0))
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{
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return
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(
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( ( - 6.0/11.0 * (x-1) + 270.0/ 209.0 ) * (x-1) - 156.0/ 209.0 ) *(x-1)
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);
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}
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else if ((x >= 2.0) && (x < 3.0))
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{
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return
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(
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( ( 1.0/11.0 * (x-2) - 45.0/ 209.0 ) * (x-2) + 26.0/ 209.0 ) *(x-2)
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);
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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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vec3 weight3(float x)
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{
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return vec3(
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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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}
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void main()
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{
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vec2 ps = params.SourceSize.zw;
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vec2 pos = vTexCoord.xy + ps * vec2(0.5, 0.0);
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vec2 fp = fract(pos / ps);
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vec2 xystart = (-2.5 - fp) * ps + pos;
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float ypos = xystart.y + ps.y * 3.0;
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vec3 C0 = texture(Source, vec2(xystart.x , ypos)).rgb;
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vec3 C1 = texture(Source, vec2(xystart.x + ps.x , ypos)).rgb;
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vec3 C2 = texture(Source, vec2(xystart.x + ps.x * 2.0, ypos)).rgb;
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vec3 C3 = texture(Source, vec2(xystart.x + ps.x * 3.0, ypos)).rgb;
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vec3 C4 = texture(Source, vec2(xystart.x + ps.x * 4.0, ypos)).rgb;
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vec3 C5 = texture(Source, vec2(xystart.x + ps.x * 5.0, ypos)).rgb;
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vec3 w1 = weight3(-1.0 - fp.x);
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vec3 w2 = weight3( 2.0 - fp.x);
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float sum = dot( w1, vec3(1)) + dot( w2, vec3(1));
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w1 /= sum;
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w2 /= sum;
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vec3 color = mat3( C0, C1, C2 ) * w1 + mat3( C3, C4, C5) * w2;
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FragColor = vec4(color, 1.0);
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}
|
135
cubic/shaders/spline36-y.slang
Normal file
135
cubic/shaders/spline36-y.slang
Normal file
|
@ -0,0 +1,135 @@
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#version 450
|
||||
|
||||
/*
|
||||
Spline36 - PassY - by Hyllian 2022
|
||||
|
||||
Adapted from bicubic source shaders below.
|
||||
|
||||
Spline36 math sources: https://www.panotools.org/dersch/interpolator/interpolator.html
|
||||
*/
|
||||
|
||||
|
||||
|
||||
/*
|
||||
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;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord + vec2(0.0001, 0.0001);;
|
||||
}
|
||||
|
||||
#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)
|
||||
{
|
||||
x = abs(x);
|
||||
|
||||
if (x < 1.0)
|
||||
{
|
||||
return
|
||||
(
|
||||
( ( 13.0/11.0 * x - 453.0/ 209.0 ) * x - 3.0/ 209.0 ) * x + 1.0
|
||||
);
|
||||
}
|
||||
else if ((x >= 1.0) && (x < 2.0))
|
||||
{
|
||||
return
|
||||
(
|
||||
( ( - 6.0/11.0 * (x-1) + 270.0/ 209.0 ) * (x-1) - 156.0/ 209.0 ) *(x-1)
|
||||
);
|
||||
}
|
||||
else if ((x >= 2.0) && (x < 3.0))
|
||||
{
|
||||
return
|
||||
(
|
||||
( ( 1.0/11.0 * (x-2) - 45.0/ 209.0 ) * (x-2) + 26.0/ 209.0 ) *(x-2)
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 weight3(float x)
|
||||
{
|
||||
return vec3(
|
||||
weight(x - 1.0),
|
||||
weight(x),
|
||||
weight(x + 1.0)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 ps = params.SourceSize.zw;
|
||||
vec2 pos = vTexCoord.xy + ps * vec2(0.0, 0.5);
|
||||
vec2 fp = fract(pos / ps);
|
||||
|
||||
vec2 xystart = (-2.5 - fp) * ps + pos;
|
||||
|
||||
float xpos = xystart.x + ps.x * 3.0;
|
||||
|
||||
vec3 C0 = texture(Source, vec2(xpos, xystart.y )).rgb;
|
||||
vec3 C1 = texture(Source, vec2(xpos, xystart.y + ps.y )).rgb;
|
||||
vec3 C2 = texture(Source, vec2(xpos, xystart.y + ps.y * 2.0)).rgb;
|
||||
vec3 C3 = texture(Source, vec2(xpos, xystart.y + ps.y * 3.0)).rgb;
|
||||
vec3 C4 = texture(Source, vec2(xpos, xystart.y + ps.y * 4.0)).rgb;
|
||||
vec3 C5 = texture(Source, vec2(xpos, xystart.y + ps.y * 5.0)).rgb;
|
||||
|
||||
vec3 w1 = weight3(-1.0 - fp.y);
|
||||
vec3 w2 = weight3( 2.0 - fp.y);
|
||||
|
||||
float sum = dot( w1, vec3(1)) + dot( w2, vec3(1));
|
||||
w1 /= sum;
|
||||
w2 /= sum;
|
||||
|
||||
vec3 color = mat3( C0, C1, C2 ) * w1 + mat3( C3, C4, C5) * w2;
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
12
cubic/spline16-fast.slangp
Normal file
12
cubic/spline16-fast.slangp
Normal file
|
@ -0,0 +1,12 @@
|
|||
shaders = 2
|
||||
|
||||
shader0 = shaders/spline16-x.slang
|
||||
filter_linear0 = false
|
||||
scale_type_x0 = viewport
|
||||
scale_type_y0 = source
|
||||
scale0 = 1.0
|
||||
wrap_mode0 = "clamp_to_edge"
|
||||
|
||||
shader1 = shaders/spline16-y.slang
|
||||
filter_linear1 = false
|
||||
wrap_mode1 = "clamp_to_edge"
|
12
cubic/spline36-fast.slangp
Normal file
12
cubic/spline36-fast.slangp
Normal file
|
@ -0,0 +1,12 @@
|
|||
shaders = 2
|
||||
|
||||
shader0 = shaders/spline36-x.slang
|
||||
filter_linear0 = false
|
||||
scale_type_x0 = viewport
|
||||
scale_type_y0 = source
|
||||
scale0 = 1.0
|
||||
wrap_mode0 = "clamp_to_edge"
|
||||
|
||||
shader1 = shaders/spline36-y.slang
|
||||
filter_linear1 = false
|
||||
wrap_mode1 = "clamp_to_edge"
|
13
windowed/lanczos3-fast.slangp
Normal file
13
windowed/lanczos3-fast.slangp
Normal file
|
@ -0,0 +1,13 @@
|
|||
shaders = 2
|
||||
|
||||
shader0 = shaders/lanczos3-x.slang
|
||||
filter_linear0 = false
|
||||
scale_type_x0 = viewport
|
||||
scale_type_y0 = source
|
||||
scale0 = 1.0
|
||||
wrap_mode0 = "clamp_to_edge"
|
||||
|
||||
shader1 = shaders/lanczos3-y.slang
|
||||
filter_linear1 = false
|
||||
wrap_mode1 = "clamp_to_edge"
|
||||
|
106
windowed/shaders/lanczos3-x.slang
Normal file
106
windowed/shaders/lanczos3-x.slang
Normal file
|
@ -0,0 +1,106 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Lanczos3 - passX
|
||||
|
||||
Multipass code by Hyllian 2022.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
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;
|
||||
} params;
|
||||
|
||||
#define FIX(c) (max(abs(c), 1e-5))
|
||||
|
||||
const float PI = 3.1415926535897932384626433832795;
|
||||
const float radius = 3.0;
|
||||
|
||||
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;
|
||||
|
||||
|
||||
vec3 weight3(float x)
|
||||
{
|
||||
// Looks like "sample" is a reserved word in slang.
|
||||
vec3 Sample = FIX(2.0 * PI * vec3(x - 1.5, x - 0.5, x + 0.5));
|
||||
|
||||
// Lanczos3. Note: we normalize outside this function, so no point in multiplying by radius.
|
||||
return sin(Sample) * sin(Sample / radius) / (Sample * Sample);
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 ps = params.SourceSize.zw;
|
||||
vec2 pos = vTexCoord.xy + ps * vec2(0.5, 0.0);
|
||||
vec2 fp = fract(pos / ps);
|
||||
|
||||
vec2 xystart = (-2.5 - fp) * ps + pos;
|
||||
|
||||
float ypos = xystart.y + ps.y * 3.0;
|
||||
|
||||
vec3 C0 = texture(Source, vec2(xystart.x , ypos)).rgb;
|
||||
vec3 C1 = texture(Source, vec2(xystart.x + ps.x , ypos)).rgb;
|
||||
vec3 C2 = texture(Source, vec2(xystart.x + ps.x * 2.0, ypos)).rgb;
|
||||
vec3 C3 = texture(Source, vec2(xystart.x + ps.x * 3.0, ypos)).rgb;
|
||||
vec3 C4 = texture(Source, vec2(xystart.x + ps.x * 4.0, ypos)).rgb;
|
||||
vec3 C5 = texture(Source, vec2(xystart.x + ps.x * 5.0, ypos)).rgb;
|
||||
|
||||
vec3 w1 = weight3(0.5 - fp.x * 0.5);
|
||||
vec3 w2 = weight3(1.0 - fp.x * 0.5);
|
||||
|
||||
float sum = dot( w1, vec3(1)) + dot( w2, vec3(1));
|
||||
w1 /= sum;
|
||||
w2 /= sum;
|
||||
|
||||
vec3 color = mat3( C0, C2, C4 ) * w1 + mat3( C1, C3, C5) * w2;
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
106
windowed/shaders/lanczos3-y.slang
Normal file
106
windowed/shaders/lanczos3-y.slang
Normal file
|
@ -0,0 +1,106 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Lanczos3 - passY
|
||||
|
||||
Multipass code by Hyllian 2022.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
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;
|
||||
} params;
|
||||
|
||||
#define FIX(c) (max(abs(c), 1e-5))
|
||||
|
||||
const float PI = 3.1415926535897932384626433832795;
|
||||
const float radius = 3.0;
|
||||
|
||||
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;
|
||||
|
||||
|
||||
vec3 weight3(float x)
|
||||
{
|
||||
// Looks like "sample" is a reserved word in slang.
|
||||
vec3 Sample = FIX(2.0 * PI * vec3(x - 1.5, x - 0.5, x + 0.5));
|
||||
|
||||
// Lanczos3. Note: we normalize outside this function, so no point in multiplying by radius.
|
||||
return sin(Sample) * sin(Sample / radius) / (Sample * Sample);
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 ps = params.SourceSize.zw;
|
||||
vec2 pos = vTexCoord.xy + ps * vec2(0.0, 0.5);
|
||||
vec2 fp = fract(pos / ps);
|
||||
|
||||
vec2 xystart = (-2.5 - fp) * ps + pos;
|
||||
|
||||
float xpos = xystart.x + ps.x * 3.0;
|
||||
|
||||
vec3 C0 = texture(Source, vec2(xpos, xystart.y )).rgb;
|
||||
vec3 C1 = texture(Source, vec2(xpos, xystart.y + ps.y )).rgb;
|
||||
vec3 C2 = texture(Source, vec2(xpos, xystart.y + ps.y * 2.0)).rgb;
|
||||
vec3 C3 = texture(Source, vec2(xpos, xystart.y + ps.y * 3.0)).rgb;
|
||||
vec3 C4 = texture(Source, vec2(xpos, xystart.y + ps.y * 4.0)).rgb;
|
||||
vec3 C5 = texture(Source, vec2(xpos, xystart.y + ps.y * 5.0)).rgb;
|
||||
|
||||
vec3 w1 = weight3(0.5 - fp.y * 0.5);
|
||||
vec3 w2 = weight3(1.0 - fp.y * 0.5);
|
||||
|
||||
float sum = dot( w1, vec3(1)) + dot( w2, vec3(1));
|
||||
w1 /= sum;
|
||||
w2 /= sum;
|
||||
|
||||
vec3 color = mat3( C0, C2, C4 ) * w1 + mat3( C1, C3, C5) * w2;
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
Loading…
Reference in a new issue