#version 450 /* 4xSoft Smart deBlur shader Copyright (C) 2016 guest(r) - guest.r@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. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float RESOLUTION_X; float RESOLUTION_Y; float CONTRAST; } params; #pragma parameter RESOLUTION_X "4xSoft Input Resolution X" 0.0 0.0 1920.0 1.0 #define RESOLUTION_X params.RESOLUTION_X #pragma parameter RESOLUTION_Y "4xSoft Input Resolution Y" 0.0 0.0 1920.0 1.0 #define RESOLUTION_Y params.RESOLUTION_Y #pragma parameter CONTRAST "4xSoft Contrast" 3.0 0.0 10.0 0.1 #define CONTRAST params.CONTRAST layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; const vec3 dt = vec3(1.0, 1.0, 1.0); const vec3 dtt = vec3(0.001,0.001,0.001); #define RESOLUTION_X_DEF params.SourceSize.x #define RESOLUTION_Y_DEF params.SourceSize.y #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec4 t1; layout(location = 2) out vec4 t2; layout(location = 3) out vec4 t3; layout(location = 4) out vec4 t4; layout(location = 5) out vec4 t5; layout(location = 6) out vec4 t6; void main() { /* messy I know but we need to make it possible to have it default to input resolution x/y in case RESOLUTION_X is 0.0 */ vec2 ps = vec2(1.0/((RESOLUTION_X == 0) ? RESOLUTION_X_DEF : RESOLUTION_X), 1.0/((RESOLUTION_Y == 0) ? RESOLUTION_Y_DEF : RESOLUTION_Y)); float dx = ps.x; float dy = ps.y; float sx = ps.x * 0.5; float sy = ps.y * 0.5; gl_Position = global.MVP * Position; vTexCoord = TexCoord; t1 = vec4(vTexCoord,vTexCoord) + vec4(-dx, -dy, dx, -dy); // outer diag. texels t2 = vec4(vTexCoord,vTexCoord) + vec4(dx, dy, -dx, dy); t3 = vec4(vTexCoord,vTexCoord) + vec4(-sx, -sy, sx, -sy); // inner diag. texels t4 = vec4(vTexCoord,vTexCoord) + vec4(sx, sy, -sx, sy); t5 = vec4(vTexCoord,vTexCoord) + vec4(-dx, 0, dx, 0); // inner hor/vert texels t6 = vec4(vTexCoord,vTexCoord) + vec4(0, -dy, 0, dy); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec4 t1; layout(location = 2) in vec4 t2; layout(location = 3) in vec4 t3; layout(location = 4) in vec4 t4; layout(location = 5) in vec4 t5; layout(location = 6) in vec4 t6; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 c11 = texture(Source, vTexCoord).xyz; vec3 c00 = texture(Source, t1.xy).xyz; vec3 c20 = texture(Source, t1.zw).xyz; vec3 c22 = texture(Source, t2.xy).xyz; vec3 c02 = texture(Source, t2.zw).xyz; vec3 s00 = texture(Source, t3.xy).xyz; vec3 s20 = texture(Source, t3.zw).xyz; vec3 s22 = texture(Source, t4.xy).xyz; vec3 s02 = texture(Source, t4.zw).xyz; vec3 c01 = texture(Source, t5.xy).xyz; vec3 c21 = texture(Source, t5.zw).xyz; vec3 c10 = texture(Source, t6.xy).xyz; vec3 c12 = texture(Source, t6.zw).xyz; float d1=dot(abs(c00-c22),dt)+0.0001; float d2=dot(abs(c20-c02),dt)+0.0001; float hl=dot(abs(c01-c21),dt)+0.0001; float vl=dot(abs(c10-c12),dt)+0.0001; float m1=dot(abs(s00-s22),dt)+0.0001; float m2=dot(abs(s02-s20),dt)+0.0001; vec3 mn1 = min (min (c00,c01),c02); vec3 mn2 = min (min (c10,c11),c12); vec3 mn3 = min (min (c20,c21),c22); vec3 mx1 = max (max (c00,c01),c02); vec3 mx2 = max (max (c10,c11),c12); vec3 mx3 = max (max (c20,c21),c22); mn1 = min(min(mn1,mn2),mn3); mx1 = max(max(mx1,mx2),mx3); vec3 t1=(hl*(c10+c12)+vl*(c01+c21)+(hl+vl)*c11)/(3.0*(hl+vl)); vec3 t2=(d1*(c20+c02)+d2*(c00+c22)+(d1+d2)*c11)/(3.0*(d1+d2)); c11 = 0.25*(t1+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2)); vec3 dif1 = abs(c11-mn1) + dtt; vec3 dif2 = abs(c11-mx1) + dtt; // float filterparam = 2.0; float dif = max(length(dif1),length(dif2)); float filterparam = clamp(2.25*dif,1.0,2.0); dif1=vec3(pow(dif1.x,filterparam),pow(dif1.y,filterparam),pow(dif1.z,filterparam)); dif2=vec3(pow(dif2.x,filterparam),pow(dif2.y,filterparam),pow(dif2.z,filterparam)); c11 = vec3((dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x), (dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y), (dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z)); FragColor = vec4(c11,1.0); }