mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
259ff81f4b
* 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/
313 lines
10 KiB
Plaintext
313 lines
10 KiB
Plaintext
#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);
|
|
} |