slang-shaders/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang

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#version 450
/*
Hyllian's xBR level 3 pass0 Shader
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#define mul(a,b) (b*a)
#define saturate(c) clamp(c, 0.0, 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;
layout(location = 7) out vec4 t7;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0004;
vec2 ps = vec2(1.0) / params.SourceSize.xy;
float dx = ps.x;
float dy = ps.y;
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
t1 = vTexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
t3 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
t4 = vTexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
t5 = vTexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
}
#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 = 7) in vec4 t7;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
const float coef = 2.0;
const float cf = 4.0;
const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
const float y_weight = 48.0;
const float u_weight = 7.0;
const float v_weight = 6.0;
const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const mat3 yuv_weighted = mat3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
const vec4 bin1 = vec4( 1.0, 2.0, 4.0, 8.0);
const vec4 bin2 = vec4(16.0, 32.0, 64.0, 128.0);
const vec4 maximo = vec4(255.0, 255.0, 255.0, 255.0);
vec4 df(vec4 A, vec4 B)
{
return vec4(abs(A-B));
}
vec4 remapTo01(vec4 v, vec4 high)
{
return (v/high);
}
vec4 remapFrom01(vec4 v, vec4 high)
{
return (high*v + vec4(0.5, 0.5, 0.5, 0.5));
}
bvec4 eq(vec4 A, vec4 B)
{
return lessThan(df(A, B) , eq_threshold);
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
bvec4 and(bvec4 A, bvec4 B)
{
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}
bvec4 or(bvec4 A, bvec4 B)
{
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}
#define FILTRO(EDR0, EDR, LEFT, UP, LEFT3, UP3, PX0, PX3, PX1, LIN0, LIN3, LIN1, PX)\
if (LEFT && (!UP))\
{\
PX0 = bvec2( 0, PX);\
PX3 = bvec2(PX, 1);\
if (LEFT3)\
{\
LIN0 = bvec4(0, 1, 0, 0);\
LIN3 = bvec4(1, 0, 0, 0);\
}\
else \
{\
LIN0 = bvec4(0, 0, 1, 0);\
LIN3 = bvec4(0, 1, 1, 0);\
}\
}\
else if (UP && (!LEFT))\
{\
PX0 = bvec2(false, PX);\
PX1 = bvec2( !PX, false);\
if (UP3)\
{\
LIN0 = bvec4(0, 1, 0, 1);\
LIN1 = bvec4(1, 0, 0, 1);\
}\
else \
{\
LIN0 = bvec4(0, 0, 1, 1);\
LIN1 = bvec4(0, 1, 1, 1);\
}\
}\
else if (EDR)\
{\
LEFT = UP = LEFT3 = UP3 = false;\
PX0 = bvec2(false, PX);\
LIN0 = bvec4(0, 0, 0, 1);\
}\
else if (EDR0)\
{\
LEFT = UP = LEFT3 = UP3 = false;\
PX0 = bvec2(false, PX);\
LIN0 = bvec4(0, 0, 0, 0);\
}\
void main()
{
bvec4 edr, edr_left, edr_up, edr3_left, edr3_up, px; // px = pixel, edr = edge detection rule
bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
bvec4 interp_restriction_lv3_left, interp_restriction_lv3_up;
bvec2 px0, px1, px2, px3;
bvec4 lin0, lin1, lin2, lin3;
vec3 A1 = texture(Source, t1.xw).rgb;
vec3 B1 = texture(Source, t1.yw).rgb;
vec3 C1 = texture(Source, t1.zw).rgb;
vec3 A = texture(Source, t2.xw).rgb;
vec3 B = texture(Source, t2.yw).rgb;
vec3 C = texture(Source, t2.zw).rgb;
vec3 D = texture(Source, t3.xw).rgb;
vec3 E = texture(Source, t3.yw).rgb;
vec3 F = texture(Source, t3.zw).rgb;
vec3 G = texture(Source, t4.xw).rgb;
vec3 H = texture(Source, t4.yw).rgb;
vec3 I = texture(Source, t4.zw).rgb;
vec3 G5 = texture(Source, t5.xw).rgb;
vec3 H5 = texture(Source, t5.yw).rgb;
vec3 I5 = texture(Source, t5.zw).rgb;
vec3 A0 = texture(Source, t6.xy).rgb;
vec3 D0 = texture(Source, t6.xz).rgb;
vec3 G0 = texture(Source, t6.xw).rgb;
vec3 C4 = texture(Source, t7.xy).rgb;
vec3 F4 = texture(Source, t7.xz).rgb;
vec3 I4 = texture(Source, t7.xw).rgb;
vec4 b = mul( mat4x3(B, D, H, F), yuv_weighted[0] );
vec4 c = mul( mat4x3(C, A, G, I), yuv_weighted[0] );
vec4 e = mul( mat4x3(E, E, E, E), yuv_weighted[0] );
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = mul( mat4x3(I4, C1, A0, G5), yuv_weighted[0] );
vec4 i5 = mul( mat4x3(I5, C4, A1, G0), yuv_weighted[0] );
vec4 h5 = mul( mat4x3(H5, F4, B1, D0), yuv_weighted[0] );
vec4 f4 = h5.yzwx;
vec4 c1 = i4.yzwx;
vec4 g0 = i5.wxyz;
vec4 b1 = h5.zwxy;
vec4 d0 = h5.wxyz;
bvec4 interp_restriction_lv0 = and(notEqual(e,f) , notEqual(e,h));
bvec4 comp1 = and(not(eq(h,h5)) , not(eq(h,i5)));
bvec4 comp2 = and(not(eq(h,d)) , not(eq(h,g)));
bvec4 comp3 = and(not(eq(f,f4)) , not(eq(f,i4)));
bvec4 comp4 = and( not(eq(f,b)) , not(eq(f,c)) );
bvec4 comp5 = and(eq(e,i) , or(comp3 , comp1));
interp_restriction_lv1 = or( comp4 , or(comp2 , or(comp5 , or(eq(e,g) , eq(e,c)))));
interp_restriction_lv2_left = and(notEqual(e,g) , notEqual(d,g));
interp_restriction_lv2_up = and(notEqual(e,c) , notEqual(b,c));
interp_restriction_lv3_left = and(notEqual(e,g0) , notEqual(d0,g0));
interp_restriction_lv3_up = and(notEqual(e,c1) , notEqual(b1,c1));
bvec4 edr0 = and(lessThan(weighted_distance( e, c, g, i, h5, f4, h, f) , weighted_distance( h, d, i5, f, i4, b, e, i)) , interp_restriction_lv0);
edr = and(edr0 , interp_restriction_lv1);
edr_left = and(lessThanEqual((coef*df(f,g)) , df(h,c)) , and(interp_restriction_lv2_left , edr));
edr_up = and(greaterThanEqual(df(f,g) , (coef*df(h,c))) , and(interp_restriction_lv2_up , edr));
edr3_left = and(lessThanEqual((cf*df(f,g0)) , df(h,c1)) , and(interp_restriction_lv3_left , edr_left));
edr3_up = and(greaterThanEqual(df(f,g0) , (cf*df(h,c1))) , and(interp_restriction_lv3_up , edr_up));
px = lessThanEqual(df(e,f) , df(e,h));
lin0 = lin1 = lin2 = lin3 = bvec4(1, 1, 1, 1);
FILTRO(edr0.x, edr.x, edr_left.x, edr_up.x, edr3_left.x, edr3_up.x, px0, px3, px1, lin0, lin3, lin1, px.x);
FILTRO(edr0.y, edr.y, edr_left.y, edr_up.y, edr3_left.y, edr3_up.y, px1, px0, px2, lin1, lin0, lin2, px.y);
FILTRO(edr0.z, edr.z, edr_left.z, edr_up.z, edr3_left.z, edr3_up.z, px2, px1, px3, lin2, lin1, lin3, px.z);
FILTRO(edr0.w, edr.w, edr_left.w, edr_up.w, edr3_left.w, edr3_up.w, px3, px2, px0, lin3, lin2, lin0, px.w);
vec4 info = mul(
bin1, mat4(
edr3_left,
edr3_up,
px0.x, px1.x, px2.x, px3.x,
px0.y, px1.y, px2.y, px3.y
)
);
info += mul(bin2, mat4(
lin0.x, lin1.x, lin2.x, lin3.x,
lin0.y, lin1.y, lin2.y, lin3.y,
lin0.z, lin1.z, lin2.z, lin3.z,
lin0.w, lin1.w, lin2.w, lin3.w
)
);
FragColor = vec4(remapTo01(info, maximo));
}