#version 450 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; /* We use the same colorspace as the HQ algorithms. */ vec3 rgb_to_hq_colospace(vec4 rgb) { return vec3( 0.250 * rgb.r + 0.250 * rgb.g + 0.250 * rgb.b, 0.250 * rgb.r - 0.000 * rgb.g - 0.250 * rgb.b, -0.125 * rgb.r + 0.250 * rgb.g - 0.125 * rgb.b); } bool is_different(vec4 a, vec4 b) { vec3 diff = abs(rgb_to_hq_colospace(a) - rgb_to_hq_colospace(b)); return diff.x > 0.125 || diff.y > 0.027 || diff.z > 0.031; } #define P(m, r) ((pattern & (m)) == (r)) #define uResolution params.OutputSize.xy #define textureDimensions params.SourceSize.xy #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() { // o = offset, the width of a pixel vec2 o = 1.0 / textureDimensions; vec2 texCoord = vTexCoord; /* We always calculate the top left quarter. If we need a different quarter, we flip our co-ordinates */ // p = the position within a pixel [0...1] vec2 p = fract(texCoord * textureDimensions); if (p.x > 0.5) { o.x = -o.x; p.x = 1.0 - p.x; } if (p.y > 0.5) { o.y = -o.y; p.y = 1.0 - p.y; } vec4 w0 = texture(Source, texCoord + vec2( -o.x, -o.y)); vec4 w1 = texture(Source, texCoord + vec2( 0, -o.y)); vec4 w2 = texture(Source, texCoord + vec2( o.x, -o.y)); vec4 w3 = texture(Source, texCoord + vec2( -o.x, 0)); vec4 w4 = texture(Source, texCoord + vec2( 0, 0)); vec4 w5 = texture(Source, texCoord + vec2( o.x, 0)); vec4 w6 = texture(Source, texCoord + vec2( -o.x, o.y)); vec4 w7 = texture(Source, texCoord + vec2( 0, o.y)); vec4 w8 = texture(Source, texCoord + vec2( o.x, o.y)); int pattern = 0; if (is_different(w0, w4)) pattern |= 1 << 0; if (is_different(w1, w4)) pattern |= 1 << 1; if (is_different(w2, w4)) pattern |= 1 << 2; if (is_different(w3, w4)) pattern |= 1 << 3; if (is_different(w5, w4)) pattern |= 1 << 4; if (is_different(w6, w4)) pattern |= 1 << 5; if (is_different(w7, w4)) pattern |= 1 << 6; if (is_different(w8, w4)) pattern |= 1 << 7; if ((P(0xbf,0x37) || P(0xdb,0x13)) && is_different(w1, w5)) FragColor = mix(w4, w3, 0.5 - p.x); if ((P(0xdb,0x49) || P(0xef,0x6d)) && is_different(w7, w3)) FragColor = mix(w4, w1, 0.5 - p.y); if ((P(0x0b,0x0b) || P(0xfe,0x4a) || P(0xfe,0x1a)) && is_different(w3, w1)) FragColor = w4; if ((P(0x6f,0x2a) || P(0x5b,0x0a) || P(0xbf,0x3a) || P(0xdf,0x5a) || P(0x9f,0x8a) || P(0xcf,0x8a) || P(0xef,0x4e) || P(0x3f,0x0e) || P(0xfb,0x5a) || P(0xbb,0x8a) || P(0x7f,0x5a) || P(0xaf,0x8a) || P(0xeb,0x8a)) && is_different(w3, w1)) FragColor = mix(w4, mix(w4, w0, 0.5 - p.x), 0.5 - p.y); if (P(0x0b,0x08)) FragColor = mix(mix(w0 * 0.375 + w1 * 0.25 + w4 * 0.375, w4 * 0.5 + w1 * 0.5, p.x * 2.0), w4, p.y * 2.0); if (P(0x0b,0x02)) FragColor = mix(mix(w0 * 0.375 + w3 * 0.25 + w4 * 0.375, w4 * 0.5 + w3 * 0.5, p.y * 2.0), w4, p.x * 2.0); if (P(0x2f,0x2f)) { float dist = length(p - vec2(0.5)); float pixel_size = length(1.0 / (uResolution / textureDimensions)); if (dist < 0.5 - pixel_size / 2) { FragColor = w4; } vec4 r; if (is_different(w0, w1) || is_different(w0, w3)) { r = mix(w1, w3, p.y - p.x + 0.5); } else { r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); } if (dist > 0.5 + pixel_size / 2) { FragColor = r; } FragColor = mix(w4, r, (dist - 0.5 + pixel_size / 2) / pixel_size); } if (P(0xbf,0x37) || P(0xdb,0x13)) { float dist = p.x - 2.0 * p.y; float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5); if (dist > pixel_size / 2) { FragColor = w1; } vec4 r = mix(w3, w4, p.x + 0.5); if (dist < -pixel_size / 2) { FragColor = r; } FragColor = mix(r, w1, (dist + pixel_size / 2) / pixel_size); } if (P(0xdb,0x49) || P(0xef,0x6d)) { float dist = p.y - 2.0 * p.x; float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5); if (p.y - 2.0 * p.x > pixel_size / 2) { FragColor = w3; } vec4 r = mix(w1, w4, p.x + 0.5); if (dist < -pixel_size / 2) { FragColor = r; } FragColor = mix(r, w3, (dist + pixel_size / 2) / pixel_size); } if (P(0xbf,0x8f) || P(0x7e,0x0e)) { float dist = p.x + 2.0 * p.y; float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5); if (dist > 1.0 + pixel_size / 2) { FragColor = w4; } vec4 r; if (is_different(w0, w1) || is_different(w0, w3)) { r = mix(w1, w3, p.y - p.x + 0.5); } else { r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); } if (dist < 1.0 - pixel_size / 2) { FragColor = r; } FragColor = mix(r, w4, (dist + pixel_size / 2 - 1.0) / pixel_size); } if (P(0x7e,0x2a) || P(0xef,0xab)) { float dist = p.y + 2.0 * p.x; float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5); if (p.y + 2.0 * p.x > 1.0 + pixel_size / 2) { FragColor = w4; } vec4 r; if (is_different(w0, w1) || is_different(w0, w3)) { r = mix(w1, w3, p.y - p.x + 0.5); } else { r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); } if (dist < 1.0 - pixel_size / 2) { FragColor = r; } FragColor = mix(r, w4, (dist + pixel_size / 2 - 1.0) / pixel_size); } if (P(0x1b,0x03) || P(0x4f,0x43) || P(0x8b,0x83) || P(0x6b,0x43)) FragColor = mix(w4, w3, 0.5 - p.x); if (P(0x4b,0x09) || P(0x8b,0x89) || P(0x1f,0x19) || P(0x3b,0x19)) FragColor = mix(w4, w1, 0.5 - p.y); if (P(0xfb,0x6a) || P(0x6f,0x6e) || P(0x3f,0x3e) || P(0xfb,0xfa) || P(0xdf,0xde) || P(0xdf,0x1e)) FragColor = mix(w4, w0, (1.0 - p.x - p.y) / 2.0); if (P(0x4f,0x4b) || P(0x9f,0x1b) || P(0x2f,0x0b) || P(0xbe,0x0a) || P(0xee,0x0a) || P(0x7e,0x0a) || P(0xeb,0x4b) || P(0x3b,0x1b)) { float dist = p.x + p.y; float pixel_size = length(1.0 / (uResolution / textureDimensions)); if (dist > 0.5 + pixel_size / 2) { FragColor = w4; } vec4 r; if (is_different(w0, w1) || is_different(w0, w3)) { r = mix(w1, w3, p.y - p.x + 0.5); } else { r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); } if (dist < 0.5 - pixel_size / 2) { FragColor = r; } FragColor = mix(r, w4, (dist + pixel_size / 2 - 0.5) / pixel_size); } if (P(0x0b,0x01)) FragColor = mix(mix(w4, w3, 0.5 - p.x), mix(w1, (w1 + w3) / 2.0, 0.5 - p.x), 0.5 - p.y); if (P(0x0b,0x00)) FragColor = mix(mix(w4, w3, 0.5 - p.x), mix(w1, w0, 0.5 - p.x), 0.5 - p.y); float dist = p.x + p.y; float pixel_size = length(1.0 / (uResolution / textureDimensions)); if (dist > 0.5 + pixel_size / 2) FragColor = w4; /* We need more samples to "solve" this diagonal */ vec4 x0 = texture(Source, texCoord + vec2( -o.x * 2.0, -o.y * 2.0)); vec4 x1 = texture(Source, texCoord + vec2( -o.x , -o.y * 2.0)); vec4 x2 = texture(Source, texCoord + vec2( 0.0 , -o.y * 2.0)); vec4 x3 = texture(Source, texCoord + vec2( o.x , -o.y * 2.0)); vec4 x4 = texture(Source, texCoord + vec2( -o.x * 2.0, -o.y )); vec4 x5 = texture(Source, texCoord + vec2( -o.x * 2.0, 0.0 )); vec4 x6 = texture(Source, texCoord + vec2( -o.x * 2.0, o.y )); if (is_different(x0, w4)) pattern |= 1 << 8; if (is_different(x1, w4)) pattern |= 1 << 9; if (is_different(x2, w4)) pattern |= 1 << 10; if (is_different(x3, w4)) pattern |= 1 << 11; if (is_different(x4, w4)) pattern |= 1 << 12; if (is_different(x5, w4)) pattern |= 1 << 13; if (is_different(x6, w4)) pattern |= 1 << 14; int diagonal_bias = -7; while (pattern != 0) { diagonal_bias += pattern & 1; pattern >>= 1; } if (diagonal_bias <= 0) { vec4 r = mix(w1, w3, p.y - p.x + 0.5); if (dist < 0.5 - pixel_size / 2) { FragColor = r; } FragColor = mix(r, w4, (dist + pixel_size / 2 - 0.5) / pixel_size); } }