#version 450 /* Hyllian's jinc windowed-jinc 2-lobe sharper 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. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float JINC2_WINDOW_SINC; float JINC2_SINC; float JINC2_AR_STRENGTH; } params; #pragma parameter JINC2_WINDOW_SINC "Window Sinc Param" 0.50 0.0 1.0 0.01 #pragma parameter JINC2_SINC "Sinc Param" 0.88 0.0 1.0 0.01 #pragma parameter JINC2_AR_STRENGTH "Anti-ringing Strength" 0.0 0.0 1.0 0.1 #define mul(a,b) (b*a) layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; /* 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. #define halfpi 1.5707963267948966192313216916398 #define pi 3.1415926535897932384626433832795 #define wa (params.JINC2_WINDOW_SINC*pi) #define wb (params.JINC2_SINC*pi) const vec3 Y = vec3(0.299, 0.587, 0.114); float df(float A, float B) { return abs(A-B); } // 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))); } 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; } #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 * 1.0001; } #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() { vec3 color; mat4x4 weights; vec2 dx = vec2(1.0, 0.0); vec2 dy = vec2(0.0, 1.0); vec2 pc = vTexCoord * params.SourceSize.xy; 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))); //weights[0][0] = weights[0][3] = weights[3][0] = weights[3][3] = 0.0; dx = dx / params.SourceSize.xy; dy = dy / params.SourceSize.xy; tc = tc / params.SourceSize.xy; // reading the texels 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 = mul(weights[0], mat4x3(c00, c10, c20, c30)); color+= mul(weights[1], mat4x3(c01, c11, c21, c31)); color+= mul(weights[2], mat4x3(c02, c12, c22, c32)); color+= mul(weights[3], mat4x3(c03, c13, c23, c33)); color = color/(dot(mul(weights, vec4(1.)), vec4(1.))); // Anti-ringing // Get min/max samples pc = vTexCoord; c00 = texture(Source, pc ).xyz; c11 = texture(Source, pc +dx ).xyz; c21 = texture(Source, pc -dx ).xyz; c12 = texture(Source, pc +dy).xyz; c22 = texture(Source, pc -dy).xyz; vec3 min_sample = min4(c11, c21, c12, c22); vec3 max_sample = max4(c11, c21, c12, c22); min_sample = min(min_sample, c00); max_sample = max(max_sample, c00); vec3 aux = color; color = clamp(color, min_sample, max_sample); color = mix(aux, color, params.JINC2_AR_STRENGTH); FragColor = vec4(color, 1.); }