#version 450 /* NEDI Shader - pass2 // This file is a part of MPDN Extensions. // https://github.com/zachsaw/MPDN_Extensions // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 3.0 of the License, or (at your option) any later version. // // This library 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 // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library. // Sources ported from this discussion thread: http://forum.doom9.org/showthread.php?t=170727 Ported by Hyllian - 2015. */ 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; #define saturate(c) clamp(c, 0.0, 1.0) #define lerp(c) mix(c) #define mul(a,b) (b*a) #define fmod(c) mod(c) #define frac(c) fract(c) #define tex2D(c,d) texture(c,d) #define float2 vec2 #define float3 vec3 #define float4 vec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define bool2 bvec2 #define bool3 bvec3 #define bool4 bvec4 #define float2x2 mat2x2 #define float2x3 mat2x3 #define float3x3 mat3x3 #define float4x4 mat4x4 #define float4x2 mat4x2 #define s0 Source #define NEDI_WEIGHT3 2.0 #define NEDI_N3 24.0 #define NEDI_E3 0.0 #define ITERATIONS 3 #define WGT NEDI_WEIGHT3 #define width (params.SourceSize.x) #define height (params.SourceSize.y) #define px (0.49999 * (params.SourceSize.z)) #define py (0.49999 * (params.SourceSize.w)) #define offset 0.0 #define Value(xy) (tex2D(s0,tex+float2(px,py)*(xy)).rgb)//-float4(0,0.5,0.5,0)) #define Get(xy) (dot(Value(xy),float3(0.299,0.587,0.114))+offset) #define Get4(xy) (float2(Get(xy+WGT*dir[0])+Get(xy+WGT*dir[1]),Get(xy+WGT*dir[2])+Get(xy+WGT*dir[3]))) #define sqr(x) (dot(x,x)) #define I (float2x2(1,0,0,1)) //Cramer's method float2 solve(float2x2 A,float2 b) { return float2(determinant(float2x2(b,A[1])),determinant(float2x2(A[0],b)))/determinant(A); } #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 * 1.00001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { float2 tex = vTexCoord - float2(0.4999,0.4999)/params.SourceSize.xy; /* wind[1] wind[2] -3 -2 dir wind[0] 2 1 -1 4 4 4 4 0 1 2 1 2 1 3 3 3 3 2 1 2 3 */ /* wind[1] wind[2] -3 3 1 -2 dir wind[0] -1 1 4 1 3 1 3 0 1 3 2 2 4 4 2 2 3 2 4 */ //Define window and directions vec2 dir[4] = vec2[4](vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1)); mat4x2 wind1 = mat4x2(vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1)); mat4x2 wind2 = mat4x2(vec2(-3,-1),vec2(3,1),vec2(-1,3),vec2(1,-3)); mat4x2 wind3 = mat4x2(vec2(-3,1),vec2(3,-1),vec2(1,3),vec2(-1,-3)); mat4x2 wind4 = mat4x2(vec2(-3,-3),vec2( 3,3),vec2(-3, 3),vec2(3,-3)); mat4x2 wind[4] = mat4x2[4](wind1, wind2, wind3, wind4); //Initialization float2x2 R = float2x2(vec2(0.,0.),vec2(0.,0.)); float2 r = float2(0.,0.); //Calculate (local) autocorrelation coefficients for (int k = 0; k