slang-shaders/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass1.slang
Hyllian 7c1b4b3b19 Add xbr-lv3-multipass and lv3-9x-multipass
- Add xbr-lv3-multipass and xbr-lv3-9x-multipass. Much faster than the standalone versions;
- Fix some typo on lv2.
2022-07-16 21:03:41 -03:00

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#version 450
/*
Hyllian's xBR-lv3 - pass1 Shader
Copyright (C) 2011-2022 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.
*/
layout(push_constant) uniform Push
{
float XBR_BLENDING;
} params;
#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
#define XBR_BLENDING params.XBR_BLENDING
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
} global;
#define saturate(c) clamp(c, 0.0, 1.0)
#define round(X) floor((X)+0.5)
const vec4 low = vec4( 0.0, 0.0, 0.0, 0.0);
const vec4 high = vec4(255.0, 255.0, 255.0, 255.0);
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
const vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
const vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
const vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
const vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
const vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
const vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
#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 float aa_factor;
void main()
{
gl_Position = global.MVP * Position;
// vTexCoord = TexCoord;
vTexCoord = TexCoord * 1.0001;
float dx = global.SourceSize.z;
float dy = global.SourceSize.w;
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
aa_factor = 2.0*global.OutputSize.z * global.SourceSize.x;
t1 = vTexCoord.xyyy + vec4( 0, -dy, 0, dy); // B
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); //D E F
// H
}
#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 float aa_factor;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
// Return if A components are less than or equal B ones.
vec4 LTE(vec4 A, vec4 B)
{
return step(A, B);
}
// Return if A components are less than B ones.
vec4 LT(vec4 A, vec4 B)
{
return vec4(lessThan(A, B));
}
float dist(vec3 A, vec3 B)
{
return dot(abs(A-B), Y);
}
// Calculate color distance between two vectors of four pixels
vec4 dist4(mat4x3 A, mat4x3 B)
{
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
}
vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
{
return round(mix(low, high, v));
}
vec4 unpack_info(float i)
{
vec4 info;
info.x = round(modf(i/2.0, i));
info.y = round(modf(i/2.0, i));
info.z = round(modf(i/2.0, i));
info.w = i;
return info;
}
/*
mat4 unpack_info(vec4 i)
{
mat4 info;
info[0] = round(modf(i/2.0, i));
info[1] = round(modf(i/2.0, i));
info[2] = round(modf(i/2.0, i));
info[3] = i;
return transpose(info);
}*/
mat2x4 unpack_info2(float i)
{
mat2x4 info;
info[0].x = round(modf(i/2.0, i));
info[0].y = round(modf(i/2.0, i));
info[0].z = round(modf(i/2.0, i));
info[0].w = round(modf(i/2.0, i));
info[1].x = round(modf(i/2.0, i));
info[1].y = round(modf(i/2.0, i));
info[1].z = round(modf(i/2.0, i));
info[1].w = i;
return info;
}
void main()
{
vec4 edri, edr, edr_l, edr_u, edr3_l, edr3_u, px; // px = pixel, edr = edge detection rule
vec4 fx, fx_l, fx_u, fx3_l, fx3_u; // inequations of straight lines.
vec3 res1, res2;
vec4 fx45i, fx45, fx30, fx60, fx15, fx75;
vec2 fp = fract(vTexCoord*global.SourceSize.xy);
vec3 B = texture(Original, t1.xy).rgb;
vec3 D = texture(Original, t2.xw).rgb;
vec3 E = texture(Original, t2.yw).rgb;
vec3 F = texture(Original, t2.zw).rgb;
vec3 H = texture(Original, t1.xw).rgb;
mat4x3 e = mat4x3(E, E, E, E);
mat4x3 f = mat4x3(F, B, D, H);
mat4x3 h = mat4x3(H, F, B, D);
// These inequations define the line below which interpolation occurs.
fx = (Ao*fp.y+Bo*fp.x);
fx_l = (Ax*fp.y+Bx*fp.x);
fx_u = (Ay*fp.y+By*fp.x);
fx3_l = ( Az*fp.y + Bz*fp.x );
fx3_u = ( Aw*fp.y + Bw*fp.x );
if (XBR_BLENDING == 1.0) {
vec4 delta = vec4(aa_factor);
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
vec4 deltaU = deltaL.yxwz;
fx45 = saturate( 0.5 + (fx - Co ) / delta );
fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
fx15 = saturate( 0.5 + (fx3_l - Cz ) / deltaL );
fx75 = saturate( 0.5 + (fx3_u - Cw ) / deltaU );
}
else {
fx45 = LT( Co, fx );
fx30 = LT( Cx, fx_l );
fx60 = LT( Cy, fx_u );
fx45i = LT( Co + Ci, fx );
fx15 = LT( Cz, fx3_l );
fx75 = LT( Cw, fx3_u );
}
vec4 info = texture(Source, vTexCoord);
vec4 i = remapFrom01(info, low, high);
mat2x4 edx = unpack_info2(i.x);
mat2x4 edy = unpack_info2(i.y);
mat2x4 edz = unpack_info2(i.z);
edr = edx[0];
edr_l = edy[0];
edr_u = edz[0];
edri = unpack_info(i.w);
edr3_l = edx[1];
edr3_u = edy[1];
px = edz[1];
fx45i = edri * fx45i;
fx45 = edr * fx45;
fx30 = edr_l * fx30;
fx60 = edr_u * fx60;
fx15 = edr3_l * fx15;
fx75 = edr3_u * fx75;
vec4 maximos = max(max(max(fx15, fx30), max(fx60, fx75)), max(fx45, fx45i));
res1 = mix(E, mix(H, F, px.x), maximos.x);
res2 = mix(E, mix(B, D, px.z), maximos.z);
vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
res1 = mix(E, mix(F, B, px.y), maximos.y);
res2 = mix(E, mix(D, H, px.w), maximos.w);
vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
FragColor = vec4(res, 1.0);
}