mirror of
https://github.com/italicsjenga/slang-shaders.git
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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/
160 lines
5.4 KiB
Plaintext
160 lines
5.4 KiB
Plaintext
#version 450
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/*
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ScaleFX - Pass 2
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by Sp00kyFox, 2017-03-01
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Filter: Nearest
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Scale: 1x
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ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
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originally intended as an improvement upon Scale3x but became a new filter in
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its own right.
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ScaleFX interpolates edges up to level 6 and makes smooth transitions between
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different slopes. The filtered picture will only consist of colours present
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in the original.
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Pass 2 resolves ambiguous configurations of corner candidates at pixel junctions.
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Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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} params;
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord*1.0001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(binding = 1) uniform sampler2D Source;
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layout(binding = 2) uniform sampler2D scalefx_pass0;
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#define LE(x, y) (1 - step(y, x))
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#define GE(x, y) (1 - step(x, y))
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#define LEQ(x, y) step(x, y)
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#define GEQ(x, y) step(y, x)
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#define NOT(x) (1 - (x))
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// corner dominance at junctions
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vec4 dom(vec3 x, vec3 y, vec3 z, vec3 w){
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return 2 * vec4(x.y, y.y, z.y, w.y) - (vec4(x.x, y.x, z.x, w.x) + vec4(x.z, y.z, z.z, w.z));
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}
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// necessary but not sufficient junction condition for orthogonal edges
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float clear(vec2 crn, vec2 a, vec2 b){
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return (crn.x >= max(min(a.x, a.y), min(b.x, b.y))) && (crn.y >= max(min(a.x, b.y), min(b.x, a.y))) ? 1. : 0.;
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}
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void main()
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{
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/* grid metric pattern
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A B C x y z x y
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D E F o w w z
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G H I
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*/
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#define TEXm(x, y) textureOffset(scalefx_pass0, vTexCoord, ivec2(x, y))
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#define TEXs(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
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// metric data
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vec4 A = TEXm(-1,-1), B = TEXm( 0,-1);
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vec4 D = TEXm(-1, 0), E = TEXm( 0, 0), F = TEXm( 1, 0);
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vec4 G = TEXm(-1, 1), H = TEXm( 0, 1), I = TEXm( 1, 1);
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// strength data
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vec4 As = TEXs(-1,-1), Bs = TEXs( 0,-1), Cs = TEXs( 1,-1);
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vec4 Ds = TEXs(-1, 0), Es = TEXs( 0, 0), Fs = TEXs( 1, 0);
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vec4 Gs = TEXs(-1, 1), Hs = TEXs( 0, 1), Is = TEXs( 1, 1);
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// strength & dominance junctions
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vec4 jSx = vec4(As.z, Bs.w, Es.x, Ds.y), jDx = dom(As.yzw, Bs.zwx, Es.wxy, Ds.xyz);
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vec4 jSy = vec4(Bs.z, Cs.w, Fs.x, Es.y), jDy = dom(Bs.yzw, Cs.zwx, Fs.wxy, Es.xyz);
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vec4 jSz = vec4(Es.z, Fs.w, Is.x, Hs.y), jDz = dom(Es.yzw, Fs.zwx, Is.wxy, Hs.xyz);
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vec4 jSw = vec4(Ds.z, Es.w, Hs.x, Gs.y), jDw = dom(Ds.yzw, Es.zwx, Hs.wxy, Gs.xyz);
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// majority vote for ambiguous dominance junctions
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vec4 zero4 = vec4(0);
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vec4 jx = min(GE(jDx, zero4) * (LEQ(jDx.yzwx, zero4) * LEQ(jDx.wxyz, zero4) + GE(jDx + jDx.zwxy, jDx.yzwx + jDx.wxyz)), 1);
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vec4 jy = min(GE(jDy, zero4) * (LEQ(jDy.yzwx, zero4) * LEQ(jDy.wxyz, zero4) + GE(jDy + jDy.zwxy, jDy.yzwx + jDy.wxyz)), 1);
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vec4 jz = min(GE(jDz, zero4) * (LEQ(jDz.yzwx, zero4) * LEQ(jDz.wxyz, zero4) + GE(jDz + jDz.zwxy, jDz.yzwx + jDz.wxyz)), 1);
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vec4 jw = min(GE(jDw, zero4) * (LEQ(jDw.yzwx, zero4) * LEQ(jDw.wxyz, zero4) + GE(jDw + jDw.zwxy, jDw.yzwx + jDw.wxyz)), 1);
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// inject strength without creating new contradictions
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vec4 res;
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res.x = min(jx.z + NOT(jx.y) * NOT(jx.w) * GE(jSx.z, 0) * (jx.x + GE(jSx.x + jSx.z, jSx.y + jSx.w)), 1);
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res.y = min(jy.w + NOT(jy.z) * NOT(jy.x) * GE(jSy.w, 0) * (jy.y + GE(jSy.y + jSy.w, jSy.x + jSy.z)), 1);
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res.z = min(jz.x + NOT(jz.w) * NOT(jz.y) * GE(jSz.x, 0) * (jz.z + GE(jSz.x + jSz.z, jSz.y + jSz.w)), 1);
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res.w = min(jw.y + NOT(jw.x) * NOT(jw.z) * GE(jSw.y, 0) * (jw.w + GE(jSw.y + jSw.w, jSw.x + jSw.z)), 1);
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// single pixel & end of line detection
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res = min(res * (vec4(jx.z, jy.w, jz.x, jw.y) + NOT(res.wxyz * res.yzwx)), 1);
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// output
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vec4 clr;
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clr.x = clear(vec2(D.z, E.x), vec2(D.w, E.y), vec2(A.w, D.y));
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clr.y = clear(vec2(F.x, E.z), vec2(E.w, E.y), vec2(B.w, F.y));
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clr.z = clear(vec2(H.z, I.x), vec2(E.w, H.y), vec2(H.w, I.y));
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clr.w = clear(vec2(H.x, G.z), vec2(D.w, H.y), vec2(G.w, G.y));
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vec4 h = vec4(min(D.w, A.w), min(E.w, B.w), min(E.w, H.w), min(D.w, G.w));
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vec4 v = vec4(min(E.y, D.y), min(E.y, F.y), min(H.y, I.y), min(H.y, G.y));
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vec4 orien = GE(h + vec4(D.w, E.w, E.w, D.w), v + vec4(E.y, E.y, H.y, H.y)); // orientation
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vec4 hori = LE(h, v) * clr; // horizontal edges
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vec4 vert = GE(h, v) * clr; // vertical edges
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FragColor = (res + 2 * hori + 4 * vert + 8 * orien) / 15;
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}
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