add aann and sharp-bilinear and broken pixellate

This commit is contained in:
hunterk 2016-07-14 15:54:54 -05:00
parent 0b9f0f2c20
commit fb4f5d002b
5 changed files with 224 additions and 0 deletions

5
retro/aann.slangp Normal file
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shaders = 1
shader0 = "shaders/aann.slang"
filter_linear0 = true
scale_type_0 = source

105
retro/shaders/aann.slang Normal file
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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
// AntiAliased Nearest Neighbor
// by jimbo1qaz and wareya
#define NOT(fl) (1-fl)
#define YES(fl) fl
#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;
vec4 vpow(vec4 n, float e)
{
return vec4(pow(n.x, e), pow(n.y, e), pow(n.z, e), pow(n.w, e));
}
vec4 getLQV(vec3 mine) {
return vec4
( mine.r
, mine.g
, mine.b
,(mine.r + mine.g + mine.b)/3.0);
}
vec3 fromLQV(vec4 mine) {
float f = mine.w/(mine.r + mine.g + mine.b)*3.0;
return vec3(mine.rgb)*f;
}
vec3 percent(float ssize, float tsize, float coord) {
float minfull = (coord*tsize - 0.5) /tsize*ssize;
float maxfull = (coord*tsize + 0.5) /tsize*ssize;
float realfull = floor(maxfull);
if (minfull > realfull) {
return vec3(1, (realfull+0.5)/ssize, (realfull+0.5)/ssize);
}
return vec3(
(maxfull - realfull) / (maxfull - minfull),
(realfull-0.5) / ssize,
(realfull+0.5) / ssize
);
}
void main()
{
float cheapsrgb = 2.1;
float gamma = 3.0;
vec3 xstuff = percent(global.SourceSize.x, global.OutputSize.x, vTexCoord.x);
vec3 ystuff = percent(global.SourceSize.y, global.OutputSize.y, vTexCoord.y);
float xkeep = xstuff[0];
float ykeep = ystuff[0];
// get points to interpolate across, in linear rgb
vec4 a = getLQV(vpow(texture(Source,vec2(xstuff[1],ystuff[1])), cheapsrgb).rgb);
vec4 b = getLQV(vpow(texture(Source,vec2(xstuff[2],ystuff[1])), cheapsrgb).rgb);
vec4 c = getLQV(vpow(texture(Source,vec2(xstuff[1],ystuff[2])), cheapsrgb).rgb);
vec4 d = getLQV(vpow(texture(Source,vec2(xstuff[2],ystuff[2])), cheapsrgb).rgb);
// use perceptual gamma for luminance component
a.w = pow(a.w, 1.0/gamma);
b.w = pow(b.w, 1.0/gamma);
c.w = pow(c.w, 1.0/gamma);
d.w = pow(d.w, 1.0/gamma);
// interpolate
vec4 gammaLQVresult =
NOT(xkeep)*NOT(ykeep)*a +
YES(xkeep)*NOT(ykeep)*b +
NOT(xkeep)*YES(ykeep)*c +
YES(xkeep)*YES(ykeep)*d;
// change luminance gamma back to linear
vec4 LQVresult = gammaLQVresult;
LQVresult.w = pow(gammaLQVresult.w, gamma);
// convert back to srgb; lqv -> lrgb -> srgb
vec4 c1 = vpow(vec4(fromLQV(LQVresult), 1.0), 1.0/cheapsrgb);
FragColor = vec4(c1);
}

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} 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;
void main()
{
vec2 texelSize = 1.0 / global.SourceSize.xy;
vec2 range = vec2(abs(global.SourceSize.z / (global.OutputSize.x * global.SourceSize.x)), abs(global.SourceSize.w / (global.OutputSize.y * global.SourceSize.y)));
range = range / 2.0 * 0.999;
float left = vTexCoord.x - range.x;
float top = vTexCoord.y + range.y;
float right = vTexCoord.x + range.x;
float bottom = vTexCoord.y - range.y;
vec3 topLeftColor = texture(Source, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize).rgb;
vec3 bottomRightColor = texture(Source, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize).rgb;
vec3 bottomLeftColor = texture(Source, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize).rgb;
vec3 topRightColor = texture(Source, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize).rgb;
vec2 border = clamp(round(vTexCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
float totalArea = 4.0 * range.x * range.y;
vec3 averageColor;
averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
FragColor = vec4(averageColor, 1.0);
}

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
/*
* sharp-bilinear.cg
* Author: Themaister
* License: Public domain
*
* Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale, giving a
* sharper image than plain bilinear.
*/
#define SHARP_BILINEAR_PRE_SCALE 4.0
#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;
void main()
{
vec2 texel = vTexCoord * global.SourceSize.xy;
vec2 texel_floored = floor(texel);
vec2 s = fract(texel);
float region_range = 0.5 - 0.5 / SHARP_BILINEAR_PRE_SCALE;
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
vec2 center_dist = s - 0.5;
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * SHARP_BILINEAR_PRE_SCALE + 0.5;
vec2 mod_texel = texel_floored + f;
FragColor = vec4(texture(Source, mod_texel / global.SourceSize.xy).rgb, 1.0);
}

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shaders = 1
shader0 = "shaders/sharp-bilinear.slang"
filter_linear0 = true
scale_type_0 = source