#version 450 /* rAA post-3x - Pass 1 by Sp00kyFox, 2018-10-20 Filter: Nearest Scale: 1x This is a generalized continuation of the reverse antialiasing filter by Christoph Feck. Unlike the original filter this is supposed to be used on an already upscaled image. Which makes it possible to combine rAA with other filters just as ScaleFX, xBR or others. Pass 1 does the vertical filtering. Copyright (c) 2018 Sp00kyFox - ScaleFX@web.de Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float RAA_SHR1; float RAA_SMT1; float RAA_DVT1; } params; #pragma parameter RAA_SHR1 "rAA-3x 1 Sharpness" 2.0 0.00 10.0 0.05 #pragma parameter RAA_SMT1 "rAA-3x 1 Smoothness" 0.5 0.05 10.0 0.05 #pragma parameter RAA_DVT1 "rAA-3x 1 Deviation" 1.0 0.05 10.0 0.05 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; const int scl = 3; // scale factor const int rad = 7; // search radius // core function of rAA - tilt of a pixel vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2) { float d1, d2, w; vec3 a, m, t, t1, t2; mat4x3 pre = mat4x3(pre2, pre1, px, pos1); mat4x3 pos = mat4x3(pre1, px, pos1, pos2); mat4x3 df = pos - pre; m.x = (px.x < 0.5) ? px.x : (1.0-px.x); m.y = (px.y < 0.5) ? px.y : (1.0-px.y); m.z = (px.z < 0.5) ? px.z : (1.0-px.z); m = params.RAA_SHR1 * min(m, min(abs(df[1]), abs(df[2]))); // magnitude t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16; // tilt a.x = t.x == 0.0 ? 1.0 : m.x/abs(t.x); a.y = t.y == 0.0 ? 1.0 : m.y/abs(t.y); a.z = t.z == 0.0 ? 1.0 : m.z/abs(t.z); t1 = clamp(t, -m, m); // limit channels t2 = min(1.0, min(min(a.x, a.y), a.z)) * t; // limit length d1 = length(df[1]); d2 = length(df[2]); d1 = d1 == 0.0 ? 0.0 : length(cross(df[1], t1))/d1; // distance between line (px, pre1) and point px-t1 d2 = d2 == 0.0 ? 0.0 : length(cross(df[2], t1))/d2; // distance between line (px, pos1) and point px+t1 w = min(1.0, max(d1,d2)/0.8125); // color deviation from optimal value return mix(t1, t2, pow(w, params.RAA_DVT1)); } void main() { // read texels vec3 tx[2*rad+1]; #define TX(n) tx[(n)+rad] TX(0) = texture(Source, vTexCoord).rgb; for(int i=1; i<=rad; i++){ TX(-i) = texture(Source, vTexCoord + vec2(0,-i)*params.SourceSize.zw).rgb; TX( i) = texture(Source, vTexCoord + vec2(0, i)*params.SourceSize.zw).rgb; } // prepare variables for candidate search ivec2 i1 = ivec2(0), i2 = ivec2(0); vec3 df1, df2; vec2 d1, d2, d3; bvec2 cn; df1 = TX(1)-TX(0); df2 = TX(0)-TX(-1); d2 = vec2(length(df1), length(df2)); d3 = d2.yx; // smoothness weight, protects smooth gradients float sw = d2.x + d2.y; sw = sw == 0.0 ? 1.0 : pow(length(df1-df2)/sw, params.RAA_SMT1); // look for proper candidates for(int i=1; i