#version 450 /* Sharpsmoother shader Copyright (C) 2005-2017 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 max_w; float min_w; float smoot; float lumad; float mtric; } params; #pragma parameter max_w "Max filter weight" 0.10 0.00 0.20 0.01 #pragma parameter min_w "Min filter weight" -0.07 -0.15 0.05 0.01 #pragma parameter smoot "Smoothing strength" 0.55 0.00 1.50 0.01 #pragma parameter lumad "Effects smoothing" 0.30 0.10 5.00 0.10 #pragma parameter mtric "The metric we use" 0.70 0.10 2.00 0.10 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; vec3 dt = vec3(1.0, 1.0, 1.0); float wt(vec3 A, vec3 B) { return clamp(params.smoot - ((6.0+params.lumad)/pow(3.0,params.mtric))*pow(dot(pow(abs(A-B),vec3(1.0/params.mtric)),dt),params.mtric)/(dot(A+B,dt)+params.lumad), params.min_w, params.max_w); } #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; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; float x = 1.0 * (1.0 / params.SourceSize.x); float y = 1.0 * (1.0 / params.SourceSize.y); vec2 dg1 = vec2( x, y); vec2 dg2 = vec2(-x, y); vec2 dx = vec2(x, 0.0); vec2 dy = vec2(0.0, y); t1 = vec4(vTexCoord.xy-dg1,vTexCoord.xy-dy); t2 = vec4(vTexCoord.xy-dg2,vTexCoord.xy+dx); t3 = vec4(vTexCoord.xy+dg1,vTexCoord.xy+dy); t4 = vec4(vTexCoord.xy+dg2,vTexCoord.xy-dx); } #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 = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 c00 = texture(Source, t1.xy).xyz; vec3 c10 = texture(Source, t1.zw).xyz; vec3 c20 = texture(Source, t2.xy).xyz; vec3 c01 = texture(Source, t4.zw).xyz; vec3 c11 = texture(Source, vTexCoord.xy).xyz; vec3 c21 = texture(Source, t2.zw).xyz; vec3 c02 = texture(Source, t4.xy).xyz; vec3 c12 = texture(Source, t3.zw).xyz; vec3 c22 = texture(Source, t3.xy).xyz; float w10 = wt(c11,c10); float w21 = wt(c11,c21); float w12 = wt(c11,c12); float w01 = wt(c11,c01); float w00 = wt(c11,c00)*0.75; float w22 = wt(c11,c22)*0.75; float w20 = wt(c11,c20)*0.75; float w02 = wt(c11,c02)*0.75; FragColor = vec4(w10*c10+w21*c21+w12*c12+w01*c01+w00*c00+w22*c22+w20*c20+w02*c02+(1.0-w10-w21-w12-w01-w00-w22-w20-w02)*c11, 1.0); }