#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 JINC_SHARP; } params; #pragma parameter JINC_SHARP "Sharpness" 1.0 1.0 3.0 1.0 #define JINC_SHARP params.JINC_SHARP layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; const float pi = 3.1415926535897932384626433832795; // Calculates the distance between two points float d(vec2 pt1, vec2 pt2) { vec2 v = pt2 - pt1; return sqrt(dot(v,v)); } vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d) { return min(a, min(b, min(c, d))); } vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) { return max(a, max(b, max(c, d))); } #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 float wa; layout(location = 2) out float wb; layout(location = 3) out float JINC2_AR_STRENGTH; layout(location = 4) out vec2 pc; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * vec2(1.0001); float JINC2_WINDOW_SINC, JINC2_SINC; if(int(floor(JINC_SHARP + 0.5)) == 1) { JINC2_WINDOW_SINC = 0.405; JINC2_SINC = 0.79; } if(int(floor(JINC_SHARP + 0.5)) == 2) { JINC2_WINDOW_SINC = 0.377; JINC2_SINC = 0.82; } if(int(floor(JINC_SHARP + 0.5)) == 3) { JINC2_WINDOW_SINC = 0.329; JINC2_SINC = 0.87; } JINC2_AR_STRENGTH = 0.8; wa = JINC2_WINDOW_SINC*pi; wb = JINC2_SINC*pi; pc = vTexCoord*params.SourceSize.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float wa; layout(location = 2) in float wb; layout(location = 3) in float JINC2_AR_STRENGTH; layout(location = 4) in vec2 pc; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; vec4 resampler(vec4 x) { vec4 res; res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x); res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y); res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z); res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w); return res; } void main() { vec3 color; vec4 weights[4]; vec2 dx = vec2(1.0, 0.0); vec2 dy = vec2(0.0, 1.0); 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; vec3 c00 = texture(Source, tc -dx -dy).xyz; vec3 c10 = texture(Source, tc -dy).xyz; vec3 c20 = texture(Source, tc +dx -dy).xyz; vec3 c30 = texture(Source, tc+2.0*dx -dy).xyz; vec3 c01 = texture(Source, tc -dx ).xyz; vec3 c11 = texture(Source, tc ).xyz; vec3 c21 = texture(Source, tc +dx ).xyz; vec3 c31 = texture(Source, tc+2.0*dx ).xyz; vec3 c02 = texture(Source, tc -dx +dy).xyz; vec3 c12 = texture(Source, tc +dy).xyz; vec3 c22 = texture(Source, tc +dx +dy).xyz; vec3 c32 = texture(Source, tc+2.0*dx +dy).xyz; vec3 c03 = texture(Source, tc -dx+2.0*dy).xyz; vec3 c13 = texture(Source, tc +2.0*dy).xyz; vec3 c23 = texture(Source, tc +dx+2.0*dy).xyz; vec3 c33 = texture(Source, tc+2.0*dx+2.0*dy).xyz; color = texture(Source, vTexCoord).xyz; // Get min/max samples vec3 min_sample = min4(c11, c21, c12, c22); vec3 max_sample = max4(c11, c21, c12, c22); /* color = mat4x3(c00, c10, c20, c30) * weights[0]; color+= mat4x3(c01, c11, c21, c31) * weights[1]; color+= mat4x3(c02, c12, c22, c32) * weights[2]; color+= mat4x3(c03, c13, c23, c33) * weights[3]; mat4 wgts = mat4(weights[0], weights[1], weights[2], weights[3]); vec4 wsum = wgts * vec4(1.0,1.0,1.0,1.0); color = color/(dot(wsum, vec4(1.0,1.0,1.0,1.0))); */ color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z))); color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z))); color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z))); color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z))); color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1))); // Anti-ringing vec3 aux = color; color = clamp(color, min_sample, max_sample); color = mix(aux, color, JINC2_AR_STRENGTH); // final sum and weight normalization FragColor.xyz = color; }