slang-shaders/sharpen/shaders/adaptive-sharpen-pass2.slang

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#version 450
/* Ported by Hyllian and hunterk - 2015 / 2017 */
// Copyright (c) 2015-2017, bacondither
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// 1. Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer
// in this position and unchanged.
// 2. Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Second pass, MUST BE PLACED IMMEDIATELY AFTER THE FIRST PASS IN THE CHAIN
// Adaptive sharpen - version 2017-04-11 - (requires ps >= 3.0)
// Tuned for use post-resize, EXPECTS FULL RANGE GAMMA LIGHT
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float CURVE_HEIGHT;
float VIDEO_LEVEL_OUT;
} params;
#pragma parameter CURVE_HEIGHT "AS Curve Height" 1.0 0.3 2.0 0.1
#pragma parameter VIDEO_LEVEL_OUT "AS Video Lvl Out" 0.0 0.0 1.0 1.0
#define mul(a,b) (b*a)
#define saturate(c) clamp(c, 0.0, 1.0)
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
//--------------------------------------- Settings ------------------------------------------------
#define curve_height params.CURVE_HEIGHT // Main sharpening strength, POSITIVE VALUES ONLY!
// 0.3 <-> 2.0 is a reasonable range of values
#define video_level_out params.VIDEO_LEVEL_OUT // True to preserve BTB & WTW (minor summation error)
// Normally it should be set to false
//-------------------------------------------------------------------------------------------------
// Defined values under this row are "optimal" DO NOT CHANGE IF YOU DO NOT KNOW WHAT YOU ARE DOING!
#define curveslope 0.4 // Sharpening curve slope, high edge values
#define L_overshoot 0.003 // Max light overshoot before compression [>0.001]
#define L_compr_low 0.169 // Light compression, default (0.169=~9x)
#define L_compr_high 0.337 // Light compression, surrounded by edges (0.337=~4x)
#define D_overshoot 0.009 // Max dark overshoot before compression [>0.001]
#define D_compr_low 0.253 // Dark compression, default (0.253=~6x)
#define D_compr_high 0.504 // Dark compression, surrounded by edges (0.504=~2.5x)
#define scale_lim 0.1 // Abs max change before compression [>0.01]
#define scale_cs 0.056 // Compression slope above scale_lim
#define dW_lothr 0.3 // Start interpolating between W1 and W2
#define dW_hithr 0.8 // When dW is equal to W2
#define lowthr_mxw 0.11 // Edge value for max lowthr weight [>0.01]
#define pm_p 0.75 // Power mean p-value [>0-1.0]
#define alpha_out 1.0 // MPDN requires the alpha channel output to be 1.0
//-------------------------------------------------------------------------------------------------
#define w_offset 1.0 // Edge channel offset, must be the same in all passes
#define bounds_check true // If edge data is outside bounds, make pixels green
//-------------------------------------------------------------------------------------------------
// Soft if, fast approx
#define soft_if(a,b,c) ( saturate((a + b + c - 3*w_offset + 0.06)/(abs(maxedge) + 0.03) - 0.85) )
// Soft limit, modified tanh
#define soft_lim(v,s) ( ((exp(2.*min(abs(v), s*24.)/s) - 1.)/(exp(2*min(abs(v), s*24.)/s) + 1.))*s )
// Weighted power mean
#define wpmean(a,b,w) ( pow((w*pow(abs(a), pm_p) + abs(1-w)*pow(abs(b), pm_p)), (1.0/pm_p)) )
// Get destination pixel values
#define get(x,y) ( texture(Source, coord + vec2(x*(px), y*(py))) )
#define sat(inp) ( vec4(saturate((inp).xyz), (inp).w) )
// Maximum of four values
#define max4(a,b,c,d) ( max(max(a, b), max(c, d)) )
// Colour to luma, fast approx gamma, avg of rec. 709 & 601 luma coeffs
#define CtL(RGB) ( sqrt(dot(vec3(0.2558, 0.6511, 0.0931), saturate((RGB)*abs(RGB)).rgb)) )
// Center pixel diff
#define mdiff(a,b,c,d,e,f,g) ( abs(luma[g]-luma[a]) + abs(luma[g]-luma[b]) \
+ abs(luma[g]-luma[c]) + abs(luma[g]-luma[d]) \
+ 0.5*(abs(luma[g]-luma[e]) + abs(luma[g]-luma[f])) )
#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;
vec4 frag_op(vec4 orig, vec2 coord, float c_edge, float px, float py)
{
if (bounds_check == true)
{
if (c_edge > 24. || c_edge < -0.5) { return vec4( 0., 1.0, 0., alpha_out ); }
}
// Get points, clip out of range colour data in c[0]
// [ c22 ]
// [ c24, c9, c23 ]
// [ c21, c1, c2, c3, c18 ]
// [ c19, c10, c4, c0, c5, c11, c16 ]
// [ c20, c6, c7, c8, c17 ]
// [ c15, c12, c14 ]
// [ c13 ]
vec4 c[25] = { sat( orig), get(-1,-1), get( 0,-1), get( 1,-1), get(-1, 0),
get( 1, 0), get(-1, 1), get( 0, 1), get( 1, 1), get( 0,-2),
get(-2, 0), get( 2, 0), get( 0, 2), get( 0, 3), get( 1, 2),
get(-1, 2), get( 3, 0), get( 2, 1), get( 2,-1), get(-3, 0),
get(-2, 1), get(-2,-1), get( 0,-3), get( 1,-2), get(-1,-2) };
// Allow for higher overshoot if the current edge pixel is surrounded by similar edge pixels
float maxedge = max4( max4(c[1].w,c[2].w,c[3].w,c[4].w), max4(c[5].w,c[6].w,c[7].w,c[8].w),
max4(c[9].w,c[10].w,c[11].w,c[12].w), c[0].w ) - w_offset;
// [ x ]
// [ z, x, w ]
// [ z, z, x, w, w ]
// [ y, y, y, 0, y, y, y ]
// [ w, w, x, z, z ]
// [ w, x, z ]
// [ x ]
float sbe = soft_if(c[2].w,c[9].w,c[22].w) *soft_if(c[7].w,c[12].w,c[13].w) // x dir
+ soft_if(c[4].w,c[10].w,c[19].w)*soft_if(c[5].w,c[11].w,c[16].w) // y dir
+ soft_if(c[1].w,c[24].w,c[21].w)*soft_if(c[8].w,c[14].w,c[17].w) // z dir
+ soft_if(c[3].w,c[23].w,c[18].w)*soft_if(c[6].w,c[20].w,c[15].w); // w dir
vec2 cs = mix( vec2(L_compr_low, D_compr_low),
vec2(L_compr_high, D_compr_high), smoothstep(2, 3.1, sbe) );
// RGB to luma
float c0_Y = CtL(c[0]);
float luma[25] = { c0_Y, CtL(c[1]), CtL(c[2]), CtL(c[3]), CtL(c[4]), CtL(c[5]), CtL(c[6]),
CtL(c[7]), CtL(c[8]), CtL(c[9]), CtL(c[10]), CtL(c[11]), CtL(c[12]),
CtL(c[13]), CtL(c[14]), CtL(c[15]), CtL(c[16]), CtL(c[17]), CtL(c[18]),
CtL(c[19]), CtL(c[20]), CtL(c[21]), CtL(c[22]), CtL(c[23]), CtL(c[24]) };
// Pre-calculated default squared kernel weights
const vec3 W1 = vec3(0.5, 1.0, 1.41421356237); // 0.25, 1.0, 2.0
const vec3 W2 = vec3(0.86602540378, 1.0, 0.5477225575); // 0.75, 1.0, 0.3
// Transition to a concave kernel if the center edge val is above thr
vec3 dW = pow(mix( W1, W2, smoothstep(dW_lothr, dW_hithr, c_edge) ), vec3(2.0));
float mdiff_c0 = 0.02 + 3*( abs(luma[0]-luma[2]) + abs(luma[0]-luma[4])
+ abs(luma[0]-luma[5]) + abs(luma[0]-luma[7])
+ 0.25*(abs(luma[0]-luma[1]) + abs(luma[0]-luma[3])
+abs(luma[0]-luma[6]) + abs(luma[0]-luma[8])) );
// Use lower weights for pixels in a more active area relative to center pixel area
// This results in narrower and less visible overshoots around sharp edges
float weights[12] = { ( min(mdiff_c0/mdiff(24, 21, 2, 4, 9, 10, 1), dW.y) ), // c1
( dW.x ), // c2
( min(mdiff_c0/mdiff(23, 18, 5, 2, 9, 11, 3), dW.y) ), // c3
( dW.x ), // c4
( dW.x ), // c5
( min(mdiff_c0/mdiff(4, 20, 15, 7, 10, 12, 6), dW.y) ), // c6
( dW.x ), // c7
( min(mdiff_c0/mdiff(5, 7, 17, 14, 12, 11, 8), dW.y) ), // c8
( min(mdiff_c0/mdiff(2, 24, 23, 22, 1, 3, 9), dW.z) ), // c9
( min(mdiff_c0/mdiff(20, 19, 21, 4, 1, 6, 10), dW.z) ), // c10
( min(mdiff_c0/mdiff(17, 5, 18, 16, 3, 8, 11), dW.z) ), // c11
( min(mdiff_c0/mdiff(13, 15, 7, 14, 6, 8, 12), dW.z) ) }; // c12
weights[0] = (max(max((weights[8] + weights[9])/4, weights[0]), 0.25) + weights[0])/2;
weights[2] = (max(max((weights[8] + weights[10])/4, weights[2]), 0.25) + weights[2])/2;
weights[5] = (max(max((weights[9] + weights[11])/4, weights[5]), 0.25) + weights[5])/2;
weights[7] = (max(max((weights[10] + weights[11])/4, weights[7]), 0.25) + weights[7])/2;
// Calculate the negative part of the laplace kernel and the low threshold weight
float lowthrsum = 0.;
float weightsum = 0.;
float neg_laplace = 0.;
//[unroll]
for (int pix = 0; pix < 12; ++pix)
{
float x = saturate((c[pix + 1].w - w_offset - 0.01)/(lowthr_mxw - 0.01));
float lowthr = x*x*(2.97 - 1.98*x) + 0.01; // x*x((3.0-c*3.) - (2.0-c*2.)*x) + c
neg_laplace += pow(luma[pix + 1] + 0.06, 2.4)*(weights[pix]*lowthr);
weightsum += weights[pix]*lowthr;
lowthrsum += lowthr/12.;
}
neg_laplace = pow(abs(neg_laplace/weightsum), (1.0/2.4)) - 0.06;
// Compute sharpening magnitude function
float sharpen_val = curve_height/(curve_height*curveslope*pow(abs(c_edge), 3.5) + 0.5);
// Calculate sharpening diff and scale
float sharpdiff = (c0_Y - neg_laplace)*(lowthrsum*sharpen_val*0.8 + 0.01);
// Calculate local near min & max, partial sort
//[unroll]
for (int i = 0; i < 3; ++i)
{
float temp;
for (int i1 = i; i1 < 24-i; i1 += 2)
{
temp = luma[i1];
luma[i1] = min(luma[i1], luma[i1+1]);
luma[i1+1] = max(temp, luma[i1+1]);
}
for (int i2 = 24-i; i2 > i; i2 -= 2)
{
temp = luma[i];
luma[i] = min(luma[i], luma[i2]);
luma[i2] = max(temp, luma[i2]);
temp = luma[24-i];
luma[24-i] = max(luma[24-i], luma[i2-1]);
luma[i2-1] = min(temp, luma[i2-1]);
}
}
float nmax = (max(luma[22] + luma[23]*2., c0_Y*3.) + luma[24])/4.;
float nmin = (min(luma[2] + luma[1]*2., c0_Y*3.) + luma[0])/4.;
// Calculate tanh scale factor, pos/neg
float nmax_scale = nmax - c0_Y + min(L_overshoot, 1.0001 - nmax);
float nmin_scale = c0_Y - nmin + min(D_overshoot, 0.0001 + nmin);
nmax_scale = min(nmax_scale, scale_lim*(1. - scale_cs) + nmax_scale*scale_cs);
nmin_scale = min(nmin_scale, scale_lim*(1. - scale_cs) + nmin_scale*scale_cs);
// Soft limited anti-ringing with tanh, wpmean to control compression slope
sharpdiff = wpmean( max(sharpdiff, 0.), soft_lim( max(sharpdiff, 0.), nmax_scale ), cs.x )
- wpmean( min(sharpdiff, 0.), soft_lim( min(sharpdiff, 0.), nmin_scale ), cs.y );
// Compensate for saturation loss/gain while making pixels brighter/darker
float sharpdiff_lim = saturate(c0_Y + sharpdiff) - c0_Y;
float satmul = (c0_Y + sharpdiff_lim + 0.03)/(c0_Y + 0.03);
vec3 res = c0_Y + (sharpdiff_lim*3 + sharpdiff)/4 + (c[0].rgb - c0_Y)*satmul;
return vec4( (video_level_out == 1.0 ? orig.rgb + (res - c[0].rgb) : res), alpha_out );
}
void main()
{
vec2 tex = vTexCoord;
float px = 1.0 / params.SourceSize.x;
float py = 1.0 / params.SourceSize.y;
vec4 orig = texture(Source, tex);
float c_edge = orig.w - w_offset;
FragColor = vec4(frag_op(orig, tex, c_edge, px, py));
}