slang-shaders/interpolation/shaders/lanczos3-y.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
/*
Lanczos3 - passY
Multipass code by Hyllian 2022.
*/
/*
Copyright (C) 2010 Team XBMC
http://www.xbmc.org
Copyright (C) 2011 Stefanos A.
http://www.opentk.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, 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 XBMC; see the file COPYING. If not, write to
the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
http://www.gnu.org/copyleft/gpl.html
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float LANCZOS3_ANTI_RINGING;
} params;
#pragma parameter LANCZOS3_ANTI_RINGING "Lanczos3 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
#define LANCZOS3_ANTI_RINGING params.LANCZOS3_ANTI_RINGING
#define AR_STRENGTH 0.8
#define FIX(c) (max(abs(c), 1e-5))
const float PI = 3.1415926535897932384626433832795;
const float radius = 3.0;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
vec3 weight3(float x)
{
// Looks like "sample" is a reserved word in slang.
vec3 Sample = FIX(2.0 * PI * vec3(x - 1.5, x - 0.5, x + 0.5));
// Lanczos3. Note: we normalize outside this function, so no point in multiplying by radius.
return sin(Sample) * sin(Sample / radius) / (Sample * Sample);
}
void main()
{
vec2 ps = params.SourceSize.zw;
vec2 pos = vTexCoord.xy + ps * vec2(0.0, 0.5);
vec2 fp = fract(pos / ps);
vec2 xystart = (-2.5 - fp) * ps + pos;
float xpos = xystart.x + ps.x * 3.0;
vec3 C0 = texture(Source, vec2(xpos, xystart.y )).rgb;
vec3 C1 = texture(Source, vec2(xpos, xystart.y + ps.y )).rgb;
vec3 C2 = texture(Source, vec2(xpos, xystart.y + ps.y * 2.0)).rgb;
vec3 C3 = texture(Source, vec2(xpos, xystart.y + ps.y * 3.0)).rgb;
vec3 C4 = texture(Source, vec2(xpos, xystart.y + ps.y * 4.0)).rgb;
vec3 C5 = texture(Source, vec2(xpos, xystart.y + ps.y * 5.0)).rgb;
vec3 w1 = weight3(0.5 - fp.y * 0.5);
vec3 w2 = weight3(1.0 - fp.y * 0.5);
float sum = dot( w1, vec3(1)) + dot( w2, vec3(1));
w1 /= sum;
w2 /= sum;
vec3 color = mat3( C0, C2, C4 ) * w1 + mat3( C1, C3, C5) * w2;
// Anti-ringing
if (LANCZOS3_ANTI_RINGING == 1.0)
{
vec3 aux = color;
vec3 min_sample = min(min(C1, C2), min(C3, C4));
vec3 max_sample = max(max(C1, C2), max(C3, C4));
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, AR_STRENGTH*step(0.0, (C1-C2)*(C3-C4)));
}
FragColor = vec4(color, 1.0);
}