base sabr on native GLSL version instead of Cg port

This commit is contained in:
hunterk 2017-03-27 10:00:29 -05:00
parent 9f4fdeb75a
commit fa95194a25

View file

@ -36,68 +36,70 @@ layout(std140, set = 0, binding = 0) uniform UBO
mat4 MVP;
} global;
#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(a,b,c) mix(a,b,c)
#define mul(a,b) (b*a)
#define fmod(a,b) mod(a,b)
#define frac(c) fract(c)
#define tex2D(c,d) texture(c,d)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float3x3 mat3x3
#define float4x4 mat4x4
/*
Constants
*/
/*
Inequation coefficients for interpolation
Equations are in the form: Ay + Bx = C
45, 30, and 60 denote the angle from x each line the cooeficient variable set builds
*/
const vec4 Ai = vec4( 1.0, -1.0, -1.0, 1.0);
const vec4 B45 = vec4( 1.0, 1.0, -1.0, -1.0);
const vec4 C45 = vec4( 1.5, 0.5, -0.5, 0.5);
const vec4 B30 = vec4( 0.5, 2.0, -0.5, -2.0);
const vec4 C30 = vec4( 1.0, 1.0, -0.5, 0.0);
const vec4 B60 = vec4( 2.0, 0.5, -2.0, -0.5);
const vec4 C60 = vec4( 2.0, 0.0, -1.0, 0.5);
#define decal Source
const vec4 M45 = vec4(0.4, 0.4, 0.4, 0.4);
const vec4 M30 = vec4(0.2, 0.4, 0.2, 0.4);
const vec4 M60 = M30.yxwz;
const vec4 Mshift = vec4(0.2);
const float4 Ai = float4( 1.0, -1.0, -1.0, 1.0);
const float4 B45 = float4( 1.0, 1.0, -1.0, -1.0);
const float4 C45 = float4( 1.5, 0.5, -0.5, 0.5);
const float4 B30 = float4( 0.5, 2.0, -0.5, -2.0);
const float4 C30 = float4( 1.0, 1.0, -0.5, 0.0);
const float4 B60 = float4( 2.0, 0.5, -2.0, -0.5);
const float4 C60 = float4( 2.0, 0.0, -1.0, 0.5);
// Coefficient for weighted edge detection
const float coef = 2.0;
// Threshold for if luminance values are "equal"
const vec4 threshold = vec4(0.32);
const float4 M45 = float4(0.4, 0.4, 0.4, 0.4);
const float4 M30 = float4(0.2, 0.4, 0.2, 0.4);
const float4 M60 = M30.yxwz;
const float4 Mshift = float4(0.2, 0.2, 0.2, 0.2);
// Conversion from RGB to Luminance (from GIMP)
const vec3 lum = vec3(0.21, 0.72, 0.07);
const float coef = 2.0;
const float4 threshold = float4(0.32, 0.32, 0.32, 0.32);
const float3 lum = float3(0.21, 0.72, 0.07);
float4 lum_to(float3 v0, float3 v1, float3 v2, float3 v3) {
return float4(dot(lum, v0), dot(lum, v1), dot(lum, v2), dot(lum, v3));
// Performs same logic operation as && for vectors
bvec4 _and_(bvec4 A, bvec4 B) {
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}
float4 lum_df(float4 A, float4 B) {
// Performs same logic operation as || for vectors
bvec4 _or_(bvec4 A, bvec4 B) {
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}
// Converts 4 3-color vectors into 1 4-value luminance vector
vec4 lum_to(vec3 v0, vec3 v1, vec3 v2, vec3 v3) {
return vec4(dot(lum, v0), dot(lum, v1), dot(lum, v2), dot(lum, v3));
}
// Gets the difference between 2 4-value luminance vectors
vec4 lum_df(vec4 A, vec4 B) {
return abs(A - B);
}
bool4 lum_eq(float4 A, float4 B) {
return lessThan(lum_df(A, B) , float4(threshold));
// Determines if 2 4-value luminance vectors are "equal" based on threshold
bvec4 lum_eq(vec4 A, vec4 B) {
return lessThan(lum_df(A, B), threshold);
}
float4 lum_wd(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h) {
vec4 lum_wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) {
return lum_df(a, b) + lum_df(a, c) + lum_df(d, e) + lum_df(d, f) + 4.0 * lum_df(g, h);
}
float c_df(float3 c1, float3 c2) {
float3 df = abs(c1 - c2);
// Gets the difference between 2 3-value rgb colors
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;
@ -114,17 +116,17 @@ void main()
{
gl_Position = global.MVP * Position;
float x = params.SourceSize.z;//1.0 / IN.texture_size.x;
float y = params.SourceSize.w;//1.0 / IN.texture_size.y;
float x = params.SourceSize.z;
float y = params.SourceSize.w;
tc = TexCoord * 1.00001;
xyp_1_2_3 = tc.xxxy + float4( -x, 0.0, x, -2.0 * y);
xyp_6_7_8 = tc.xxxy + float4( -x, 0.0, x, -y);
xyp_11_12_13 = tc.xxxy + float4( -x, 0.0, x, 0.0);
xyp_16_17_18 = tc.xxxy + float4( -x, 0.0, x, y);
xyp_21_22_23 = tc.xxxy + float4( -x, 0.0, x, 2.0 * y);
xyp_5_10_15 = tc.xyyy + float4(-2.0 * x, -y, 0.0, y);
xyp_9_14_9 = tc.xyyy + float4( 2.0 * x, -y, 0.0, y);
tc = TexCoord * vec2(1.0004, 1.0);
xyp_1_2_3 = tc.xxxy + vec4( -x, 0.0, x, -2.0 * y);
xyp_6_7_8 = tc.xxxy + vec4( -x, 0.0, x, -y);
xyp_11_12_13 = tc.xxxy + vec4( -x, 0.0, x, 0.0);
xyp_16_17_18 = tc.xxxy + vec4( -x, 0.0, x, y);
xyp_21_22_23 = tc.xxxy + vec4( -x, 0.0, x, 2.0 * y);
xyp_5_10_15 = tc.xyyy + vec4(-2.0 * x, -y, 0.0, y);
xyp_9_14_9 = tc.xyyy + vec4( 2.0 * x, -y, 0.0, y);
}
#pragma stage fragment
@ -141,116 +143,129 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
/*
Mask for algorithm
+-----+-----+-----+-----+-----+
| | 1 | 2 | 3 | |
+-----+-----+-----+-----+-----+
| 5 | 6 | 7 | 8 | 9 |
+-----+-----+-----+-----+-----+
| 10 | 11 | 12 | 13 | 14 |
+-----+-----+-----+-----+-----+
| 15 | 16 | 17 | 18 | 19 |
+-----+-----+-----+-----+-----+
| | 21 | 22 | 23 | |
+-----+-----+-----+-----+-----+
/*
Mask for algorhithm
+-----+-----+-----+-----+-----+
| | 1 | 2 | 3 | |
+-----+-----+-----+-----+-----+
| 5 | 6 | 7 | 8 | 9 |
+-----+-----+-----+-----+-----+
| 10 | 11 | 12 | 13 | 14 |
+-----+-----+-----+-----+-----+
| 15 | 16 | 17 | 18 | 19 |
+-----+-----+-----+-----+-----+
| | 21 | 22 | 23 | |
+-----+-----+-----+-----+-----+
*/
// Store mask values
float3 P1 = tex2D(decal, xyp_1_2_3.xw ).rgb;
float3 P2 = tex2D(decal, xyp_1_2_3.yw ).rgb;
float3 P3 = tex2D(decal, xyp_1_2_3.zw ).rgb;
// Get mask values by performing texture lookup with the uniform sampler
vec3 P1 = texture(Source, xyp_1_2_3.xw ).rgb;
vec3 P2 = texture(Source, xyp_1_2_3.yw ).rgb;
vec3 P3 = texture(Source, xyp_1_2_3.zw ).rgb;
float3 P6 = tex2D(decal, xyp_6_7_8.xw ).rgb;
float3 P7 = tex2D(decal, xyp_6_7_8.yw ).rgb;
float3 P8 = tex2D(decal, xyp_6_7_8.zw ).rgb;
vec3 P6 = texture(Source, xyp_6_7_8.xw ).rgb;
vec3 P7 = texture(Source, xyp_6_7_8.yw ).rgb;
vec3 P8 = texture(Source, xyp_6_7_8.zw ).rgb;
float3 P11 = tex2D(decal, xyp_11_12_13.xw).rgb;
float3 P12 = tex2D(decal, xyp_11_12_13.yw).rgb;
float3 P13 = tex2D(decal, xyp_11_12_13.zw).rgb;
vec3 P11 = texture(Source, xyp_11_12_13.xw).rgb;
vec3 P12 = texture(Source, xyp_11_12_13.yw).rgb;
vec3 P13 = texture(Source, xyp_11_12_13.zw).rgb;
float3 P16 = tex2D(decal, xyp_16_17_18.xw).rgb;
float3 P17 = tex2D(decal, xyp_16_17_18.yw).rgb;
float3 P18 = tex2D(decal, xyp_16_17_18.zw).rgb;
vec3 P16 = texture(Source, xyp_16_17_18.xw).rgb;
vec3 P17 = texture(Source, xyp_16_17_18.yw).rgb;
vec3 P18 = texture(Source, xyp_16_17_18.zw).rgb;
float3 P21 = tex2D(decal, xyp_21_22_23.xw).rgb;
float3 P22 = tex2D(decal, xyp_21_22_23.yw).rgb;
float3 P23 = tex2D(decal, xyp_21_22_23.zw).rgb;
vec3 P21 = texture(Source, xyp_21_22_23.xw).rgb;
vec3 P22 = texture(Source, xyp_21_22_23.yw).rgb;
vec3 P23 = texture(Source, xyp_21_22_23.zw).rgb;
float3 P5 = tex2D(decal, xyp_5_10_15.xy ).rgb;
float3 P10 = tex2D(decal, xyp_5_10_15.xz ).rgb;
float3 P15 = tex2D(decal, xyp_5_10_15.xw ).rgb;
vec3 P5 = texture(Source, xyp_5_10_15.xy ).rgb;
vec3 P10 = texture(Source, xyp_5_10_15.xz ).rgb;
vec3 P15 = texture(Source, xyp_5_10_15.xw ).rgb;
float3 P9 = tex2D(decal, xyp_9_14_9.xy ).rgb;
float3 P14 = tex2D(decal, xyp_9_14_9.xz ).rgb;
float3 P19 = tex2D(decal, xyp_9_14_9.xw ).rgb;
vec3 P9 = texture(Source, xyp_9_14_9.xy ).rgb;
vec3 P14 = texture(Source, xyp_9_14_9.xz ).rgb;
vec3 P19 = texture(Source, xyp_9_14_9.xw ).rgb;
// Store luminance values of each point
float4 p7 = lum_to(P7, P11, P17, P13);
float4 p8 = lum_to(P8, P6, P16, P18);
float4 p11 = p7.yzwx; // P11, P17, P13, P7
float4 p12 = lum_to(P12, P12, P12, P12);
float4 p13 = p7.wxyz; // P13, P7, P11, P17
float4 p14 = lum_to(P14, P2, P10, P22);
float4 p16 = p8.zwxy; // P16, P18, P8, P6
float4 p17 = p7.zwxy; // P11, P17, P13, P7
float4 p18 = p8.wxyz; // P18, P8, P6, P16
float4 p19 = lum_to(P19, P3, P5, P21);
float4 p22 = p14.wxyz; // P22, P14, P2, P10
float4 p23 = lum_to(P23, P9, P1, P15);
// Store luminance values of each point in groups of 4
// so that we may operate on all four corners at once
vec4 p7 = lum_to(P7, P11, P17, P13);
vec4 p8 = lum_to(P8, P6, P16, P18);
vec4 p11 = p7.yzwx; // P11, P17, P13, P7
vec4 p12 = lum_to(P12, P12, P12, P12);
vec4 p13 = p7.wxyz; // P13, P7, P11, P17
vec4 p14 = lum_to(P14, P2, P10, P22);
vec4 p16 = p8.zwxy; // P16, P18, P8, P6
vec4 p17 = p7.zwxy; // P17, P13, P7, P11
vec4 p18 = p8.wxyz; // P18, P8, P6, P16
vec4 p19 = lum_to(P19, P3, P5, P21);
vec4 p22 = p14.wxyz; // P22, P14, P2, P10
vec4 p23 = lum_to(P23, P9, P1, P15);
float2 fp = frac(tc * params.SourceSize.xy);
// Scale current texel coordinate to [0..1]
vec2 fp = fract(tc * params.SourceSize.xy);
float4 ma45 = smoothstep(C45 - M45, C45 + M45, Ai * fp.y + B45 * fp.x);
float4 ma30 = smoothstep(C30 - M30, C30 + M30, Ai * fp.y + B30 * fp.x);
float4 ma60 = smoothstep(C60 - M60, C60 + M60, Ai * fp.y + B60 * fp.x);
float4 marn = smoothstep(C45 - M45 + Mshift, C45 + M45 + Mshift, Ai * fp.y + B45 * fp.x);
// Determine amount of "smoothing" or mixing that could be done on texel corners
vec4 ma45 = smoothstep(C45 - M45, C45 + M45, Ai * fp.y + B45 * fp.x);
vec4 ma30 = smoothstep(C30 - M30, C30 + M30, Ai * fp.y + B30 * fp.x);
vec4 ma60 = smoothstep(C60 - M60, C60 + M60, Ai * fp.y + B60 * fp.x);
vec4 marn = smoothstep(C45 - M45 + Mshift, C45 + M45 + Mshift, Ai * fp.y + B45 * fp.x);
float4 e45 = lum_wd(p12, p8, p16, p18, p22, p14, p17, p13);
float4 econt = lum_wd(p17, p11, p23, p13, p7, p19, p12, p18);
float4 e30 = lum_df(p13, p16);
float4 e60 = lum_df(p8, p17);
// Perform edge weight calculations
vec4 e45 = lum_wd(p12, p8, p16, p18, p22, p14, p17, p13);
vec4 econt = lum_wd(p17, p11, p23, p13, p7, p19, p12, p18);
vec4 e30 = lum_df(p13, p16);
vec4 e60 = lum_df(p8, p17);
/* The whole edge detection thing seems broken here, so may as well comment it out to save cycles
bool4 r45 = (notEqual(p12 , p13) == bool4(true) && notEqual(p12 , p17) == bool4(true) && (
lum_eq(p13, p7) == bool4(false) && lum_eq(p13, p8) == bool4(false) ||
lum_eq(p17, p11) == bool4(false) && lum_eq(p17, p16) == bool4(false) ||
lum_eq(p12, p18) == bool4(true) && (
lum_eq(p13, p14) == bool4(false) && lum_eq(p13, p19) == bool4(false) ||
lum_eq(p17, p22) == bool4(false) && lum_eq(p17, p23) == bool4(false)) ||
lum_eq(p12, p16) == bool4(true) ||
lum_eq(p12, p8) == bool4(true))) ? bool4(true) : bool4(false);
bool4 r30 = (notEqual(p12 , p16) == bool4(true) && notEqual(p11 , p16) == bool4(true)) ? bool4(true) : bool4(false);
bool4 r60 = (notEqual(p12 , p8) == bool4(true) && notEqual(p7 , p8) == bool4(true)) ? bool4(true) : bool4(false);
// Calculate rule results for interpolation
bvec4 r45_1 = _and_(notEqual(p12, p13), notEqual(p12, p17));
bvec4 r45_2 = _and_(not(lum_eq(p13, p7)), not(lum_eq(p13, p8)));
bvec4 r45_3 = _and_(not(lum_eq(p17, p11)), not(lum_eq(p17, p16)));
bvec4 r45_4_1 = _and_(not(lum_eq(p13, p14)), not(lum_eq(p13, p19)));
bvec4 r45_4_2 = _and_(not(lum_eq(p17, p22)), not(lum_eq(p17, p23)));
bvec4 r45_4 = _and_(lum_eq(p12, p18), _or_(r45_4_1, r45_4_2));
bvec4 r45_5 = _or_(lum_eq(p12, p16), lum_eq(p12, p8));
bvec4 r45 = _and_(r45_1, _or_(_or_(_or_(r45_2, r45_3), r45_4), r45_5));
bvec4 r30 = _and_(notEqual(p12, p16), notEqual(p11, p16));
bvec4 r60 = _and_(notEqual(p12, p8), notEqual(p7, p8));
bool4 edr45 = (lessThan(e45 , econt) == bool4(true) && r45 == bool4(true)) ? bool4(true) : bool4(false);
bool4 edrrn = (lessThanEqual(e45 , econt) == bool4(true)) ? bool4(true) : bool4(false);
bool4 edr30 = (lessThanEqual(e30 * coef , e60) == bool4(true) && (r30 == bool4(true))) ? bool4(true) : bool4(false);
bool4 edr60 = (lessThanEqual(e60 * coef , e30) == bool4(true) && (r60 == bool4(true))) ? bool4(true) : bool4(false);
// Combine rules with edge weights
bvec4 edr45 = _and_(lessThan(e45, econt), r45);
bvec4 edrrn = lessThanEqual(e45, econt);
bvec4 edr30 = _and_(lessThanEqual(coef * e30, e60), r30);
bvec4 edr60 = _and_(lessThanEqual(coef * e60, e30), r60);
// Finalize interpolation rules and cast to float (0.0 for false, 1.0 for true)
vec4 final45 = vec4(_and_(_and_(not(edr30), not(edr60)), edr45));
vec4 final30 = vec4(_and_(_and_(edr45, not(edr60)), edr30));
vec4 final60 = vec4(_and_(_and_(edr45, not(edr30)), edr60));
vec4 final36 = vec4(_and_(_and_(edr60, edr30), edr45));
vec4 finalrn = vec4(_and_(not(edr45), edrrn));
// Determine the color to mix with for each corner
vec4 px = step(lum_df(p12, p17), lum_df(p12, p13));
// Determine the mix amounts by combining the final rule result and corresponding
// mix amount for the rule in each corner
vec4 mac = final36 * max(ma30, ma60) + final30 * ma30 + final60 * ma60 + final45 * ma45 + finalrn * marn;
/*
Calculate the resulting color by traversing clockwise and counter-clockwise around
the corners of the texel
Finally choose the result that has the largest difference from the texel's original
color
*/
vec3 res1 = P12;
res1 = mix(res1, mix(P13, P17, px.x), mac.x);
res1 = mix(res1, mix(P7, P13, px.y), mac.y);
res1 = mix(res1, mix(P11, P7, px.z), mac.z);
res1 = mix(res1, mix(P17, P11, px.w), mac.w);
//FIXME: dunno what's up here. final45 is the only one that seems to matter and it's either all on or all off
// again, may as well comment it out to save cycles :/
float4 final45 = float4(1.0);//(edr30 == bool4(false) && edr60 == bool4(false) && edr45 == bool4(true)) ? float4(1.0) : float4(1.0);
float4 final30 = float4(0.0);//(edr45 == bool4(true) && edr30 == bool4(true) && edr60 == bool4(false)) ? float4(1.0) : float4(0.0);
float4 final60 = float4(0.0);//(edr45 == bool4(true) && edr60 == bool4(true) && edr30 == bool4(false)) ? float4(1.0) : float4(0.0);
float4 final36 = float4(0.0);//(edr45 == bool4(true) && edr30 == bool4(true) && edr60 == bool4(true)) ? float4(1.0) : float4(0.0);
float4 finalrn = float4(0.0);//(edr45 == bool4(false) && edrrn == bool4(true)) ? float4(1.0) : float4(0.0);
vec3 res2 = P12;
res2 = mix(res2, mix(P17, P11, px.w), mac.w);
res2 = mix(res2, mix(P11, P7, px.z), mac.z);
res2 = mix(res2, mix(P7, P13, px.y), mac.y);
res2 = mix(res2, mix(P13, P17, px.x), mac.x);
float4 px = step(lum_df(p12, p17), lum_df(p12, p13));
float4 mac = final36 * max(ma30, ma60) + final30 * ma30 + final60 * ma60 + final45 * ma45 + finalrn * marn;
float3 res1 = P12;
res1 = lerp(res1, lerp(P13, P17, px.x), mac.x);
res1 = lerp(res1, lerp(P7 , P13, px.y), mac.y);
res1 = lerp(res1, lerp(P11, P7 , px.z), mac.z);
res1 = lerp(res1, lerp(P17, P11, px.w), mac.w);
float3 res2 = P12;
res2 = lerp(res2, lerp(P17, P11, px.w), mac.w);
res2 = lerp(res2, lerp(P11, P7 , px.z), mac.z);
res2 = lerp(res2, lerp(P7 , P13, px.y), mac.y);
res2 = lerp(res2, lerp(P13, P17, px.x), mac.x);
FragColor = float4(lerp(res1, res2, step(c_df(P12, res1), c_df(P12, res2))), 1.0);
FragColor = vec4(mix(res1, res2, step(c_df(P12, res1), c_df(P12, res2))), 1.0);
}