#version 450 /* ScaleFX - Pass 4 by Sp00kyFox, 2017-03-01 Filter: Nearest Scale: 3x ScaleFX is an edge interpolation algorithm specialized in pixel art. It was originally intended as an improvement upon Scale3x but became a new filter in its own right. ScaleFX interpolates edges up to level 6 and makes smooth transitions between different slopes. The filtered picture will only consist of colours present in the original. Pass 4 outputs subpixels based on previously calculated tags. Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ layout(push_constant) uniform Push { vec4 SourceSize; float SFX_RAA; } params; #pragma parameter SFX_RAA "ScaleFX rAA Sharpness" 2.0 0.0 10.0 0.05 layout(set = 0, binding = 0, std140) 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(binding = 1) uniform sampler2D Source; layout(binding = 2) uniform sampler2D refpass; // extract corners vec4 loadCrn(vec4 x){ return floor(mod(x*80 + 0.5, 9)); } // extract mids vec4 loadMid(vec4 x){ return floor(mod(x*8.888888 + 0.055555, 9)); } vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2) { vec3 t, m; mat4x3 pre = mat4x3(pre2, pre1, px, pos1); mat4x3 pos = mat4x3(pre1, px, pos1, pos2); mat4x3 df = pos - pre; m = mix(px, 1-px, step(px, vec3(0.5))); m = params.SFX_RAA * min(m, min(abs(df[1]), abs(df[2]))); t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16; t = clamp(t, -m, m); return t; } void main() { /* grid corners mids B x y x D E F w y H w z z */ // read data vec4 E = texture(Source, vTexCoord); // determine subpixel vec2 fc = fract(vTexCoord * params.SourceSize.xy); vec2 fp = floor(3.0 * fc); // check adjacent pixels to prevent artifacts vec4 hn = texture(Source, vTexCoord + vec2(fp.x - 1, 0) / params.SourceSize.xy); vec4 vn = texture(Source, vTexCoord + vec2(0, fp.y - 1) / params.SourceSize.xy); // extract data vec4 crn = loadCrn(E), hc = loadCrn(hn), vc = loadCrn(vn); vec4 mid = loadMid(E), hm = loadMid(hn), vm = loadMid(vn); vec3 res = fp.y == 0 ? (fp.x == 0 ? vec3(crn.x, hc.y, vc.w) : fp.x == 1 ? vec3(mid.x, 0, vm.z) : vec3(crn.y, hc.x, vc.z)) : (fp.y == 1 ? (fp.x == 0 ? vec3(mid.w, hm.y, 0) : fp.x == 1 ? vec3(0) : vec3(mid.y, hm.w, 0)) : (fp.x == 0 ? vec3(crn.w, hc.z, vc.x) : fp.x == 1 ? vec3(mid.z, 0, vm.x) : vec3(crn.z, hc.w, vc.y))); #define TEX(x, y) textureOffset(refpass, vTexCoord, ivec2(x, y)).rgb // reverseAA vec3 E0 = TEX( 0, 0); vec3 B0 = TEX( 0,-1), B1 = TEX( 0,-2), H0 = TEX( 0, 1), H1 = TEX( 0, 2); vec3 D0 = TEX(-1, 0), D1 = TEX(-2, 0), F0 = TEX( 1, 0), F1 = TEX( 2, 0); // output coordinate - 0 = E0, 1 = D0, 2 = D1, 3 = F0, 4 = F1, 5 = B0, 6 = B1, 7 = H0, 8 = H1 vec3 sfx = res.x == 1 ? D0 : res.x == 2 ? D1 : res.x == 3 ? F0 : res.x == 4 ? F1 : res.x == 5 ? B0 : res.x == 6 ? B1 : res.x == 7 ? H0 : H1; // rAA weight vec2 w = 2 * fc - 1; w.x = res.y == 0 ? w.x : 0; w.y = res.z == 0 ? w.y : 0; // rAA filter vec3 t1 = res2x(D1, D0, E0, F0, F1); vec3 t2 = res2x(B1, B0, E0, H0, H1); vec3 a = min(min(min(min(B0,D0),E0),F0),H0); vec3 b = max(max(max(max(B0,D0),E0),F0),H0); vec3 raa = clamp(E0 + w.x*t1 + w.y*t2, a, b); // hybrid output FragColor = vec4((res.x != 0) ? sfx : raa, 0); }