slang-shaders/edge-smoothing/omniscale/shaders/omniscale.slang
fishcu 259ff81f4b
Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469)
* Move initial batch of shaders and presets to smoothing subdirectory

* Rename smoothing to edge enhancement

* Move cubic and windowed into interpolation

* Fix some presets

* Fix rest of presets

* Rename edge-enhancement to edge-smoothing

* Move pixel art scalers into separate directory separate from 'interpolation'

* Flatten interpolation/cubic into interpolation/
2023-08-12 18:09:28 -05:00

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#version 450
// OmniScale
// by Lior Halphon
// ported to slang by hunterk
/*
MIT License
Copyright (c) 2015-2016 Lior Halphon
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;
} 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
vec4 scale(sampler2D image, vec2 coord)
{
// o = offset, the width of a pixel
vec2 o = 1.0 / textureDimensions;
vec2 texCoord = coord;
/* 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(image, texCoord + vec2( -o.x, -o.y));
vec4 w1 = texture(image, texCoord + vec2( 0, -o.y));
vec4 w2 = texture(image, texCoord + vec2( o.x, -o.y));
vec4 w3 = texture(image, texCoord + vec2( -o.x, 0));
vec4 w4 = texture(image, texCoord + vec2( 0, 0));
vec4 w5 = texture(image, texCoord + vec2( o.x, 0));
vec4 w6 = texture(image, texCoord + vec2( -o.x, o.y));
vec4 w7 = texture(image, texCoord + vec2( 0, o.y));
vec4 w8 = texture(image, 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))
return mix(w4, w3, 0.5 - p.x);
if ((P(0xdb,0x49) || P(0xef,0x6d)) && is_different(w7, w3))
return mix(w4, w1, 0.5 - p.y);
if ((P(0x0b,0x0b) || P(0xfe,0x4a) || P(0xfe,0x1a)) && is_different(w3, w1))
return 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))
return mix(w4, mix(w4, w0, 0.5 - p.x), 0.5 - p.y);
if (P(0x0b,0x08))
return 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))
return 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) {
return 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) {
return r;
}
return 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) {
return w1;
}
vec4 r = mix(w3, w4, p.x + 0.5);
if (dist < -pixel_size / 2) {
return r;
}
return 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) {
return w3;
}
vec4 r = mix(w1, w4, p.x + 0.5);
if (dist < -pixel_size / 2) {
return r;
}
return 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) {
return 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) {
return r;
}
return 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) {
return 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) {
return r;
}
return mix(r, w4, (dist + pixel_size / 2 - 1.0) / pixel_size);
}
if (P(0x1b,0x03) || P(0x4f,0x43) || P(0x8b,0x83) || P(0x6b,0x43))
return mix(w4, w3, 0.5 - p.x);
if (P(0x4b,0x09) || P(0x8b,0x89) || P(0x1f,0x19) || P(0x3b,0x19))
return 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))
return 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) {
return 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) {
return r;
}
return mix(r, w4, (dist + pixel_size / 2 - 0.5) / pixel_size);
}
if (P(0x0b,0x01))
return 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))
return 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)
return w4;
/* We need more samples to "solve" this diagonal */
vec4 x0 = texture(image, texCoord + vec2( -o.x * 2.0, -o.y * 2.0));
vec4 x1 = texture(image, texCoord + vec2( -o.x , -o.y * 2.0));
vec4 x2 = texture(image, texCoord + vec2( 0.0 , -o.y * 2.0));
vec4 x3 = texture(image, texCoord + vec2( o.x , -o.y * 2.0));
vec4 x4 = texture(image, texCoord + vec2( -o.x * 2.0, -o.y ));
vec4 x5 = texture(image, texCoord + vec2( -o.x * 2.0, 0.0 ));
vec4 x6 = texture(image, 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) {
return r;
}
return mix(r, w4, (dist + pixel_size / 2 - 0.5) / pixel_size);
}
return w4;
}
#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()
{
FragColor = scale(Source, vTexCoord);
}