diff --git a/anti-aliasing/aa-shader-4.0-level12.slangp b/anti-aliasing/aa-shader-4.0-level12.slangp new file mode 100644 index 0000000..fcb2f1e --- /dev/null +++ b/anti-aliasing/aa-shader-4.0-level12.slangp @@ -0,0 +1,15 @@ +shaders = 2 + +shader0 = shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass1.slang +filter_linear0 = false +scale_type0 = source +scale0 = 2.0 + +shader1 = shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang +filter_linear1 = false +scale_type1 = source +scale1 = 2.0 + +shader2 = ../sharpen/shaders/adaptive-sharpen.slang +filter_linear2 = false +scale_type_2 = source diff --git a/anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass1.slang b/anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass1.slang new file mode 100644 index 0000000..3f5fa46 --- /dev/null +++ b/anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass1.slang @@ -0,0 +1,99 @@ +#version 450 + +/* + Copyright (C) 2016 guest(r) - guest.r@gmail.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 + of the License, 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 this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float AAOFFSET; +} params; + +#pragma parameter AAOFFSET "AA offset first pass" 1.0 0.25 2.0 0.05 + +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 * 1.000001; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + vec2 tex = vTexCoord; + vec2 texsize = params.SourceSize.xy; + float dx = params.AAOFFSET/texsize.x; + float dy = params.AAOFFSET/texsize.y; + vec3 dt = vec3(1.0, 1.0, 1.0); + + vec4 yx = vec4 ( dx, dy, -dx, -dy); + vec4 xh = yx*vec4(4.0,1.5,4.0,1.5); + vec4 yv = yx*vec4(1.5,4.0,1.5,4.0); + + vec3 c11 = texture(Source, tex ).xyz; + vec3 s00 = texture(Source, tex + yx.zw).xyz; + vec3 s20 = texture(Source, tex + yx.xw).xyz; + vec3 s22 = texture(Source, tex + yx.xy).xyz; + vec3 s02 = texture(Source, tex + yx.zy).xyz; + vec3 h00 = texture(Source, tex + xh.zw).xyz; + vec3 h20 = texture(Source, tex + xh.xw).xyz; + vec3 h22 = texture(Source, tex + xh.xy).xyz; + vec3 h02 = texture(Source, tex + xh.zy).xyz; + vec3 v00 = texture(Source, tex + yv.zw).xyz; + vec3 v20 = texture(Source, tex + yv.xw).xyz; + vec3 v22 = texture(Source, tex + yv.xy).xyz; + vec3 v02 = texture(Source, tex + yv.zy).xyz; + + float m1=1.0/(dot(abs(s00-s22),dt)+0.00001); + float m2=1.0/(dot(abs(s02-s20),dt)+0.00001); + float h1=1.0/(dot(abs(s00-h22),dt)+0.00001); + float h2=1.0/(dot(abs(s02-h20),dt)+0.00001); + float h3=1.0/(dot(abs(h00-s22),dt)+0.00001); + float h4=1.0/(dot(abs(h02-s20),dt)+0.00001); + float v1=1.0/(dot(abs(s00-v22),dt)+0.00001); + float v2=1.0/(dot(abs(s02-v20),dt)+0.00001); + float v3=1.0/(dot(abs(v00-s22),dt)+0.00001); + float v4=1.0/(dot(abs(v02-s20),dt)+0.00001); + + vec3 t1 = 0.5*(m1*(s00+s22)+m2*(s02+s20))/(m1+m2); + vec3 t2 = 0.5*(h1*(s00+h22)+h2*(s02+h20)+h3*(h00+s22)+h4*(h02+s20))/(h1+h2+h3+h4); + vec3 t3 = 0.5*(v1*(s00+v22)+v2*(s02+v20)+v3*(v00+s22)+v4*(v02+s20))/(v1+v2+v3+v4); + + float k1 = 1.0/(dot(abs(t1-c11),dt)+0.00001); + float k2 = 1.0/(dot(abs(t2-c11),dt)+0.00001); + float k3 = 1.0/(dot(abs(t3-c11),dt)+0.00001); + + FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1+k2+k3),1.0); +} \ No newline at end of file diff --git a/anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang b/anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang new file mode 100644 index 0000000..0a36548 --- /dev/null +++ b/anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang @@ -0,0 +1,74 @@ +#version 450 + +/* + Copyright (C) 2007 guest(r) - guest.r@gmail.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 + of the License, 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 this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float AAOFFSET2; +} params; + +#pragma parameter AAOFFSET2 "AA offset second pass" 0.5 0.25 2.0 0.05 + +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 * 1.00001; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + vec2 texsize = params.SourceSize.xy; + float dx = pow(texsize.x, -1.0) * params.AAOFFSET2; + float dy = pow(texsize.y, -1.0) * params.AAOFFSET2; + vec3 dt = vec3(1.0, 1.0, 1.0); + + vec2 UL = vTexCoord.xy + vec2(-dx,-dy); + vec2 UR = vTexCoord.xy + vec2(dx,-dy); + vec2 DL = vTexCoord.xy + vec2(-dx, dy); + vec2 DR = vTexCoord.xy + vec2(dx, dy); + + vec3 c00 = texture(Source, UL).xyz; + vec3 c20 = texture(Source, UR).xyz; + vec3 c02 = texture(Source, DL).xyz; + vec3 c22 = texture(Source, DR).xyz; + + float m1=dot(abs(c00-c22),dt)+0.001; + float m2=dot(abs(c02-c20),dt)+0.001; + + FragColor = vec4((m1*(c02+c20)+m2*(c22+c00))/(2.0*(m1+m2)),1.0); +} \ No newline at end of file diff --git a/blurs/sharpsmoother.slang b/blurs/sharpsmoother.slang new file mode 100644 index 0000000..dee09fc --- /dev/null +++ b/blurs/sharpsmoother.slang @@ -0,0 +1,112 @@ +#version 450 + +/* + Sharpsmoother shader + + Copyright (C) 2005-2017 guest(r) - guest.r@gmail.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 + of the License, 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 this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float max_w; + float min_w; + float smoot; + float lumad; + float mtric; +} params; + +#pragma parameter max_w "Max filter weight" 0.10 0.00 0.20 0.01 +#pragma parameter min_w "Min filter weight" -0.07 -0.15 0.05 0.01 +#pragma parameter smoot "Smoothing strength" 0.55 0.00 1.50 0.01 +#pragma parameter lumad "Effects smoothing" 0.30 0.10 5.00 0.10 +#pragma parameter mtric "The metric we use" 0.70 0.10 2.00 0.10 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +vec3 dt = vec3(1.0, 1.0, 1.0); + + +float wt(vec3 A, vec3 B) +{ + return clamp(params.smoot - ((6.0+params.lumad)/pow(3.0,params.mtric))*pow(dot(pow(abs(A-B),vec3(1.0/params.mtric)),dt),params.mtric)/(dot(A+B,dt)+params.lumad), params.min_w, params.max_w); +} + +#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; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + float x = 1.0 * (1.0 / params.SourceSize.x); + float y = 1.0 * (1.0 / params.SourceSize.y); + vec2 dg1 = vec2( x, y); + vec2 dg2 = vec2(-x, y); + vec2 dx = vec2(x, 0.0); + vec2 dy = vec2(0.0, y); + t1 = vec4(vTexCoord.xy-dg1,vTexCoord.xy-dy); + t2 = vec4(vTexCoord.xy-dg2,vTexCoord.xy+dx); + t3 = vec4(vTexCoord.xy+dg1,vTexCoord.xy+dy); + t4 = vec4(vTexCoord.xy+dg2,vTexCoord.xy-dx); +} + +#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 = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + vec3 c00 = texture(Source, t1.xy).xyz; + vec3 c10 = texture(Source, t1.zw).xyz; + vec3 c20 = texture(Source, t2.xy).xyz; + vec3 c01 = texture(Source, t4.zw).xyz; + vec3 c11 = texture(Source, vTexCoord.xy).xyz; + vec3 c21 = texture(Source, t2.zw).xyz; + vec3 c02 = texture(Source, t4.xy).xyz; + vec3 c12 = texture(Source, t3.zw).xyz; + vec3 c22 = texture(Source, t3.xy).xyz; + + float w10 = wt(c11,c10); + float w21 = wt(c11,c21); + float w12 = wt(c11,c12); + float w01 = wt(c11,c01); + float w00 = wt(c11,c00)*0.75; + float w22 = wt(c11,c22)*0.75; + float w20 = wt(c11,c20)*0.75; + float w02 = wt(c11,c02)*0.75; + + FragColor = vec4(w10*c10+w21*c21+w12*c12+w01*c01+w00*c00+w22*c22+w20*c20+w02*c02+(1.0-w10-w21-w12-w01-w00-w22-w20-w02)*c11, 1.0); +} \ No newline at end of file diff --git a/presets/xsoft+scalefx-level2aa+sharpsmoother.slangp b/presets/xsoft+scalefx-level2aa+sharpsmoother.slangp new file mode 100644 index 0000000..8a11824 --- /dev/null +++ b/presets/xsoft+scalefx-level2aa+sharpsmoother.slangp @@ -0,0 +1,60 @@ +shaders = 10 + +shader0 = ../windowed/shaders/jinc2.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 + +shader1 = ../scalefx/shaders/scalefx-pass0.slang +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 +float_framebuffer1 = true + +shader2 = ../scalefx/shaders/scalefx-pass1.slang +filter_linear2 = false +scale_type2 = source +scale2 = 1.0 +float_framebuffer2 = true + +shader3 = ../scalefx/shaders/scalefx-pass2.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 + +shader4 = ../scalefx/shaders/scalefx-pass3.slang +filter_linear4 = false +scale_type4 = source +scale4 = 1.0 + +shader5 = ../scalefx/shaders/scalefx-pass4.slang +filter_linear5 = false +scale_type5 = source +scale5 = 3.0 + +shader6 = ../blurs/sharpsmoother.slang +filter_linear6 = false +scale_type6 = source +scale6 = 1.0 + +shader7 = ../stock.slang +filter_linear7 = false +scale_type7 = source +scale7 = 2.0 + +shader8 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass1.slang +filter_linear8 = true +scale_type8 = source +scale8 = 1.0 + +shader9 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 + +parameters = "JINC2_AR_STRENGTH;JINC2_WINDOW_SINC;JINC2_SINC;SFX_SAA;SFX_CLR" +JINC2_AR_STRENGTH = 0.30 +JINC2_WINDOW_SINC = 0.55 +JINC2_SINC = 0.95 +SFX_SAA = 0.00 +SFX_CLR = 0.60 \ No newline at end of file diff --git a/presets/xsoft+scalefx-level2aa.slangp b/presets/xsoft+scalefx-level2aa.slangp new file mode 100644 index 0000000..a248012 --- /dev/null +++ b/presets/xsoft+scalefx-level2aa.slangp @@ -0,0 +1,47 @@ +shaders = 8 + +shader0 = ../scalefx/shaders/scalefx-pass0.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 +float_framebuffer0 = true + +shader1 = ../scalefx/shaders/scalefx-pass1.slang +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 +float_framebuffer1 = true + +shader2 = ../scalefx/shaders/scalefx-pass2.slang +filter_linear2 = false +scale_type2 = source +scale2 = 1.0 + +shader3 = ../scalefx/shaders/scalefx-pass3.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 + +shader4 = ../scalefx/shaders/scalefx-pass4.slang +filter_linear4 = false +scale_type4 = source +scale4 = 3.0 + +shader5 = ../stock.slang +filter_linear5 = false +scale_type5 = source +scale5 = 2.0 + +shader6 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass1.slang +filter_linear6 = true +scale_type6 = source +scale6 = 1.0 + +shader7 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang +filter_linear7 = true +scale_type7 = source +scale7 = 1.0 + +parameters = "SFX_CLR;SFX_SAA" +SFX_SAA = 0.00 +SFX_CLR = 0.60 \ No newline at end of file