slang-shaders/edge-smoothing/scalehq/shaders/4xScaleHQ.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
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
/*
4xGLSLHqFilter shader
Copyright (C) 2005 guest(r) - guest.r@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.
*/
vec3 dt = vec3(1.0);
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
layout(location = 4) out vec4 t4;
layout(location = 5) out vec4 t5;
layout(location = 6) out vec4 t6;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float x = 0.5 * global.SourceSize.z;
float y = 0.5 * global.SourceSize.w;
vec2 dg1 = vec2( x, y);
vec2 dg2 = vec2(-x, y);
vec2 sd1 = dg1 * 0.5;
vec2 sd2 = dg2 * 0.5;
vec2 ddx = vec2(x, 0.0);
vec2 ddy = vec2(0.0, y);
t1 = vec4(vTexCoord - sd1, vTexCoord - ddy);
t2 = vec4(vTexCoord - sd2, vTexCoord + ddx);
t3 = vec4(vTexCoord + sd1, vTexCoord + ddy);
t4 = vec4(vTexCoord + sd2, vTexCoord - ddx);
t5 = vec4(vTexCoord - dg1, vTexCoord - dg2);
t6 = vec4(vTexCoord + dg1, vTexCoord + dg2);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 4) in vec4 t4;
layout(location = 5) in vec4 t5;
layout(location = 6) in vec4 t6;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float mx = 1.0; // start smoothing wt.
float k = -1.10; // wt. decrease factor
float max_w = 0.75; // max filter weigth
float min_w = 0.03; // min filter weigth
float lum_add = 0.33; // affects smoothing
void main()
{
vec3 c = texture(Source, vTexCoord).xyz;
vec3 i1 = texture(Source, t1.xy).xyz;
vec3 i2 = texture(Source, t2.xy).xyz;
vec3 i3 = texture(Source, t3.xy).xyz;
vec3 i4 = texture(Source, t4.xy).xyz;
vec3 o1 = texture(Source, t5.xy).xyz;
vec3 o3 = texture(Source, t6.xy).xyz;
vec3 o2 = texture(Source, t5.zw).xyz;
vec3 o4 = texture(Source, t6.zw).xyz;
vec3 s1 = texture(Source, t1.zw).xyz;
vec3 s2 = texture(Source, t2.zw).xyz;
vec3 s3 = texture(Source, t3.zw).xyz;
vec3 s4 = texture(Source, t4.zw).xyz;
float ko1=dot(abs(o1-c),dt);
float ko2=dot(abs(o2-c),dt);
float ko3=dot(abs(o3-c),dt);
float ko4=dot(abs(o4-c),dt);
float k1=min(dot(abs(i1-i3),dt),max(ko1,ko3));
float k2=min(dot(abs(i2-i4),dt),max(ko2,ko4));
float w1 = k2; if(ko3<ko1) w1*=ko3/ko1;
float w2 = k1; if(ko4<ko2) w2*=ko4/ko2;
float w3 = k2; if(ko1<ko3) w3*=ko1/ko3;
float w4 = k1; if(ko2<ko4) w4*=ko2/ko4;
c=(w1*o1+w2*o2+w3*o3+w4*o4+0.001*c)/(w1+w2+w3+w4+0.001);
w1 = k*dot(abs(i1-c)+abs(i3-c),dt)/(0.125*dot(i1+i3,dt)+lum_add);
w2 = k*dot(abs(i2-c)+abs(i4-c),dt)/(0.125*dot(i2+i4,dt)+lum_add);
w3 = k*dot(abs(s1-c)+abs(s3-c),dt)/(0.125*dot(s1+s3,dt)+lum_add);
w4 = k*dot(abs(s2-c)+abs(s4-c),dt)/(0.125*dot(s2+s4,dt)+lum_add);
w1 = clamp(w1+mx,min_w,max_w);
w2 = clamp(w2+mx,min_w,max_w);
w3 = clamp(w3+mx,min_w,max_w);
w4 = clamp(w4+mx,min_w,max_w);
FragColor = vec4((w1*(i1+i3)+w2*(i2+i4)+w3*(s1+s3)+w4*(s2+s4)+c)/(2.0*(w1+w2+w3+w4)+1.0), 1.0);
}