mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
175 lines
5.2 KiB
Plaintext
175 lines
5.2 KiB
Plaintext
#version 450
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/*
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Hyllian's xBR MultiLevel4 Shader - Pass4
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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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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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#define round(X) floor((X)+0.5)
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#define mul(a,b) (b*a)
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#define saturate(c) clamp(c, 0.0, 1.0)
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const vec3 bin = vec3( 4.0, 2.0, 1.0);
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const vec4 low = vec4(-64.0, -64.0, -64.0, -64.0);
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const vec4 high = vec4( 64.0, 64.0, 64.0, 64.0);
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vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
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{
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return round(mix(low, high, v));
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}
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float c_df(vec3 c1, vec3 c2)
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{
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vec3 df = abs(c1 - c2);
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return df.r + df.g + df.b;
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}
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vec4 unpack_info(float i)
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{
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vec4 info;
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info.x = round(modf(i / 2.0, i));
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info.y = round(modf(i / 2.0, i));
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info.z = round(modf(i / 2.0, i));
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info.w = i;
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return info;
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}
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float df(float A, float B)
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{
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return abs(A-B);
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}
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#define GET_PIXEL(PARAM, PIXEL)\
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info = PARAM;\
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ay.z = round( modf( info / 2.0, info ) );\
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ay.y = round( modf( info / 2.0, info ) );\
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ay.x = round( modf( info / 2.0, info ) );\
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ax.z = round( modf( info / 2.0, info ) );\
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ax.y = round( modf( info / 2.0, info ) );\
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ax.x = round( info );\
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iq.x = dot( ax, bin ) - 2.0;\
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iq.y = dot( ay, bin ) - 2.0;\
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PIXEL = texture( Original, vTexCoord + iq.x * t1.xy + iq.y * t1.zw ).xyz;
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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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layout(location = 1) out vec4 t1;
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layout(location = 2) out float scale_factor;
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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 * 1.0004;
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float dx = params.OriginalSize.z;
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float dy = params.OriginalSize.w;
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// A3 B3 C3
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// A1 B1 C1
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//A2 A0 A B C C4 C6
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//D2 D0 D E F F4 F6
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//G2 G0 G H I I4 I6
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// G5 H5 I5
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// G7 H7 I7
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t1 = vec4(dx, 0., 0., dy); // F H
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scale_factor = params.OutputSize.x * params.OriginalSize.z;
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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 = 1) in vec4 t1;
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layout(location = 2) in float scale_factor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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void main()
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{
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vec2 fp = fract( vTexCoord * params.OriginalSize.xy ) - vec2( 0.4999, 0.4999 ); // pos = pixel position
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vec2 pxcoord = floor(vTexCoord * params.OriginalSize.xy) * params.OriginalSize.zw;
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vec4 UL = texture(Source, pxcoord + 0.25 * t1.xy + 0.25 * t1.zw );
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vec4 UR = texture(Source, pxcoord + 0.75 * t1.xy + 0.25 * t1.zw );
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vec4 DL = texture(Source, pxcoord + 0.25 * t1.xy + 0.75 * t1.zw );
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vec4 DR = texture(Source, pxcoord + 0.75 * t1.xy + 0.75 * t1.zw );
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vec4 ulparam = remapFrom01( UL, low, high ); // retrieve 1st pass info
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vec4 urparam = remapFrom01( UR, low, high ); // retrieve 1st pass info
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vec4 dlparam = remapFrom01( DL, low, high ); // retrieve 1st pass info
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vec4 drparam = remapFrom01( DR, low, high ); // retrieve 1st pass info
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vec3 E = texture( Original, vTexCoord ).xyz;
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vec3 ax, ay, PX, PY, PZ, PW;
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float info;
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vec2 iq;
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GET_PIXEL(ulparam.w, PX);
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GET_PIXEL(urparam.w, PY);
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GET_PIXEL(dlparam.w, PZ);
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GET_PIXEL(drparam.w, PW);
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vec3 fp1 = vec3( fp, -1. );
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vec3 color;
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vec4 fx;
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vec4 inc = vec4(abs(ulparam.x / ulparam.y), abs(urparam.x / urparam.y), abs(dlparam.x / dlparam.y), abs(drparam.x / drparam.y));
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vec4 level = max(inc, 1.0 / inc);
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fx.x = saturate( dot( fp1, ulparam.xyz ) * scale_factor / ( 8. * level.x ) + 0.5 );
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fx.y = saturate( dot( fp1, urparam.xyz ) * scale_factor / ( 8. * level.y ) + 0.5 );
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fx.z = saturate( dot( fp1, dlparam.xyz ) * scale_factor / ( 8. * level.z ) + 0.5 );
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fx.w = saturate( dot( fp1, drparam.xyz ) * scale_factor / ( 8. * level.w ) + 0.5 );
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vec3 c1, c2, c3, c4;
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c1 = mix( E, PX, fx.x );
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c2 = mix( E, PY, fx.y );
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c3 = mix( E, PZ, fx.z );
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c4 = mix( E, PW, fx.w );
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color = c1;
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color = ( (c_df(c2, E) > c_df(color, E)) ) ? c2 : color;
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color = ( (c_df(c3, E) > c_df(color, E)) ) ? c3 : color;
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color = ( (c_df(c4, E) > c_df(color, E)) ) ? c4 : color;
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FragColor = vec4(color, 1.0);
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} |