slang-shaders/edge-smoothing/xsal/shaders/2xsal-level2.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
/*
Copyright (C) 2016 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.
*/
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} params;
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;
/* VERTEX_SHADER */
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 tex = vTexCoord;
//vec2 texsize = IN.texture_size;
float dx = 0.25*params.SourceSize.z;
float dy = 0.25*params.SourceSize.w;
vec3 dt = vec3(1.0, 1.0, 1.0);
vec4 yx = vec4(dx, dy, -dx, -dy);
vec4 xh = yx*vec4(3.0, 1.0, 3.0, 1.0);
vec4 yv = yx*vec4(1.0, 3.0, 1.0, 3.0);
vec3 c11 = texture(Source, tex ).xyz;
vec3 s00 = texture(Source, tex + yx.zw).xyz;
vec3 s20 = texture(Source, tex + yx.xw).xyz;
vec3 s22 = texture(Source, tex + yx.xy).xyz;
vec3 s02 = texture(Source, tex + yx.zy).xyz;
vec3 h00 = texture(Source, tex + xh.zw).xyz;
vec3 h20 = texture(Source, tex + xh.xw).xyz;
vec3 h22 = texture(Source, tex + xh.xy).xyz;
vec3 h02 = texture(Source, tex + xh.zy).xyz;
vec3 v00 = texture(Source, tex + yv.zw).xyz;
vec3 v20 = texture(Source, tex + yv.xw).xyz;
vec3 v22 = texture(Source, tex + yv.xy).xyz;
vec3 v02 = texture(Source, tex + yv.zy).xyz;
float m1 = 1.0/(dot(abs(s00 - s22), dt) + 0.00001);
float m2 = 1.0/(dot(abs(s02 - s20), dt) + 0.00001);
float h1 = 1.0/(dot(abs(s00 - h22), dt) + 0.00001);
float h2 = 1.0/(dot(abs(s02 - h20), dt) + 0.00001);
float h3 = 1.0/(dot(abs(h00 - s22), dt) + 0.00001);
float h4 = 1.0/(dot(abs(h02 - s20), dt) + 0.00001);
float v1 = 1.0/(dot(abs(s00 - v22), dt) + 0.00001);
float v2 = 1.0/(dot(abs(s02 - v20), dt) + 0.00001);
float v3 = 1.0/(dot(abs(v00 - s22), dt) + 0.00001);
float v4 = 1.0/(dot(abs(v02 - s20), dt) + 0.00001);
vec3 t1 = 0.5*(m1*(s00 + s22) + m2*(s02 + s20))/(m1 + m2);
vec3 t2 = 0.5*(h1*(s00 + h22) + h2*(s02 + h20) + h3*(h00 + s22) + h4*(h02 + s20))/(h1 + h2 + h3 + h4);
vec3 t3 = 0.5*(v1*(s00 + v22) + v2*(s02 + v20) + v3*(v00 + s22) + v4*(v02 + s20))/(v1 + v2 + v3 + v4);
float k1 = 1.0/(dot(abs(t1 - c11), dt) + 0.00001);
float k2 = 1.0/(dot(abs(t2 - c11), dt) + 0.00001);
float k3 = 1.0/(dot(abs(t3 - c11), dt) + 0.00001);
FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1 + k2 + k3), 1.0);
}