#version 450 /* Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@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. */ /* This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5, where r1 and r2 are the first two zeros of jinc function. For a jinc 2-lobe best approximation, use A=0.5 and B=0.825. */ // A=0.5, B=0.825 is the best jinc approximation for x<2.5. if B=1.0, it's a lanczos filter. // Increase A to get more blur. Decrease it to get a sharper picture. // B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns. layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float JINC2_WINDOW_SINC; float JINC2_SINC; float JINC2_AR_STRENGTH; } params; #pragma parameter JINC2_WINDOW_SINC "Window Sinc Param" 0.44 0.0 1.0 0.01 #define JINC2_WINDOW_SINC params.JINC2_WINDOW_SINC #pragma parameter JINC2_SINC "Sinc Param" 0.82 0.0 1.0 0.01 #define JINC2_SINC params.JINC2_SINC #pragma parameter JINC2_AR_STRENGTH "Anti-ringing Strength" 0.5 0.0 1.0 0.1 #define JINC2_AR_STRENGTH params.JINC2_AR_STRENGTH layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #define halfpi 1.5707963267948966192313216916398 #define pi 3.1415926535897932384626433832795 #define wa (JINC2_WINDOW_SINC*pi) #define wb (JINC2_SINC*pi) // Calculates the distance between two points float d(vec2 pt1, vec2 pt2) { vec2 v = pt2 - pt1; return sqrt(dot(v,v)); } float min4(float a, float b, float c, float d) { return min(a, min(b, min(c, d))); } float max4(float a, float b, float c, float d) { return max(a, max(b, max(c, d))); } vec4 resampler(vec4 x) { vec4 res; res = (x==vec4(0.0, 0.0, 0.0, 0.0)) ? vec4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x); return res; } #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(1.0001); } #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() { float color; mat4x4 weights; vec2 dx = vec2(1.0, 0.0); vec2 dy = vec2(0.0, 1.0); //Correct NNEDI3's center shift vec2 pc = vec2(((vTexCoord.x / params.SourceSize.z) - 0.5), ((vTexCoord.y / params.SourceSize.w) - 0.5)); vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5)); weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy))); weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx ))); weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy))); weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy))); dx = dx * params.SourceSize.zw; dy = dy * params.SourceSize.zw; tc = tc * params.SourceSize.zw; // reading the texels float c00 = texture(Source, tc -dx -dy).x; float c10 = texture(Source, tc -dy).x; float c20 = texture(Source, tc +dx -dy).x; float c30 = texture(Source, tc+2.0*dx -dy).x; float c01 = texture(Source, tc -dx ).x; float c11 = texture(Source, tc ).x; float c21 = texture(Source, tc +dx ).x; float c31 = texture(Source, tc+2.0*dx ).x; float c02 = texture(Source, tc -dx +dy).x; float c12 = texture(Source, tc +dy).x; float c22 = texture(Source, tc +dx +dy).x; float c32 = texture(Source, tc+2.0*dx +dy).x; float c03 = texture(Source, tc -dx+2.0*dy).x; float c13 = texture(Source, tc +2.0*dy).x; float c23 = texture(Source, tc +dx+2.0*dy).x; float c33 = texture(Source, tc+2.0*dx+2.0*dy).x; // Get min/max samples float min_sample = min4(c11, c21, c12, c22); float max_sample = max4(c11, c21, c12, c22); color = dot(vec4(c00, c10, c20, c30), weights[0]); color += dot(vec4(c01, c11, c21, c31), weights[1]); color += dot(vec4(c02, c12, c22, c32), weights[2]); color += dot(vec4(c03, c13, c23, c33), weights[3]); color = color/(dot(weights * vec4(1.0), vec4(1.0))); // Anti-ringing float aux = color; color = clamp(color, min_sample, max_sample); color = mix(aux, color, JINC2_AR_STRENGTH); // final sum and weight normalization FragColor = vec4(color, 1.0, 1.0, 1.0); }