#version 450 /* SABR v3.0 Shader Joshua Street Portions of this algorithm were taken from Hyllian's 5xBR v3.7c shader. 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; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; /* 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); 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); // Coefficient for weighted edge detection const float coef = 2.0; // Threshold for if luminance values are "equal" const vec4 threshold = vec4(0.32); // Conversion from RGB to Luminance (from GIMP) const vec3 lum = vec3(0.21, 0.72, 0.07); // 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); } // 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); } // 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); } 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); } // 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; layout(location = 0) out vec2 tc; layout(location = 1) out vec4 xyp_1_2_3; layout(location = 2) out vec4 xyp_5_10_15; layout(location = 3) out vec4 xyp_6_7_8; layout(location = 4) out vec4 xyp_9_14_9; layout(location = 5) out vec4 xyp_11_12_13; layout(location = 6) out vec4 xyp_16_17_18; layout(location = 7) out vec4 xyp_21_22_23; void main() { gl_Position = global.MVP * Position; float x = params.SourceSize.z; float y = params.SourceSize.w; 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 layout(location = 0) in vec2 tc; layout(location = 1) in vec4 xyp_1_2_3; layout(location = 2) in vec4 xyp_5_10_15; layout(location = 3) in vec4 xyp_6_7_8; layout(location = 4) in vec4 xyp_9_14_9; layout(location = 5) in vec4 xyp_11_12_13; layout(location = 6) in vec4 xyp_16_17_18; layout(location = 7) in vec4 xyp_21_22_23; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { /* Mask for algorhithm +-----+-----+-----+-----+-----+ | | 1 | 2 | 3 | | +-----+-----+-----+-----+-----+ | 5 | 6 | 7 | 8 | 9 | +-----+-----+-----+-----+-----+ | 10 | 11 | 12 | 13 | 14 | +-----+-----+-----+-----+-----+ | 15 | 16 | 17 | 18 | 19 | +-----+-----+-----+-----+-----+ | | 21 | 22 | 23 | | +-----+-----+-----+-----+-----+ */ // 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; 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; 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; 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; 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; 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; 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 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); // Scale current texel coordinate to [0..1] vec2 fp = fract(tc * params.SourceSize.xy); // 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); // 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); // 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)); // 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); 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); FragColor = vec4(mix(res1, res2, step(c_df(P12, res1), c_df(P12, res2))), 1.0); }