#version 450 /* G-sharp resampler - dynamic range, resizable Copyright (C) 2020 - 2021 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. Anti-Ringing inspired by Hyllian */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float SIGMA_HV; float HSHARP0; float HAR; float SHAR; } params; #pragma parameter HSHARP0 "Filter Range" 1.2 1.0 6.0 0.1 #define HSHARP0 params.HSHARP0 #pragma parameter SIGMA_HV "Gaussian Blur Sigma" 0.75 0.1 7.0 0.05 #define SIGMA_HV params.SIGMA_HV #pragma parameter SHAR "Sharpness Definition" 0.5 0.0 2.0 0.05 #define SHAR params.SHAR #pragma parameter HAR "Anti-Ringing" 0.5 0.0 1.0 0.10 #define HAR params.HAR layout(std140, set = 0, binding = 0) 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(set = 0, binding = 2) uniform sampler2D Source; #define COMPAT_TEXTURE(c,d) texture(c,d) #define SourceSize params.SourceSize float invsqrsigma_h = 1.0/(2.0*SIGMA_HV*SIGMA_HV); float gaussian(float x, float y) { return exp(-(x*x + y*y)*invsqrsigma_h); } void main() { vec2 f = fract(SourceSize.xy * vTexCoord.xy); f = 0.5 - f; vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw; vec2 dx = vec2(SourceSize.z, 0.0); vec2 dy = vec2(0.0, SourceSize.w); vec3 colorx = 0.0.xxx; vec3 colory = 0.0.xxx; float wx, wy; float wsumx = 0.0; float wsumy = 0.0; vec3 pixel; float x; vec3 xcmax = 0.0.xxx; vec3 xcmin = 1.0.xxx; float sharp = gaussian(HSHARP0, 0.0); float maxsharp = 0.07; float FPR = HSHARP0; float fpx = 1.0; float LOOPSIZE = ceil(2.0*FPR); float y = -LOOPSIZE; do { x = -LOOPSIZE; do { pixel = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb; wx = gaussian(x+f.x, y+f.y) - sharp; fpx = (sqrt(dot(vec2(x+f.x,y+f.y),vec2(x+f.x,y+f.y)))-FPR)/FPR; if (((x*x) + (y*y)) < 1.25*FPR) { xcmax = max(xcmax, pixel); xcmin = min(xcmin, pixel); } if (wx < 0.0) wx = clamp(wx, mix(-maxsharp, 0.0, pow(abs(fpx), SHAR)), 0.0); colorx = colorx + wx * pixel; wsumx = wsumx + wx; x = x + 1.0; } while (x <= LOOPSIZE); y = y + 1.0; } while (y <= LOOPSIZE); vec3 color = colorx/wsumx; color = mix(clamp(color, 0.0, 1.0), clamp(color, xcmin, xcmax), HAR); FragColor = vec4(color, 1.0); }