mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
216 lines
6.9 KiB
Plaintext
216 lines
6.9 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
|
|
******* Super XBR Shader - pass2 ******* This pass is optional.
|
|
|
|
Copyright (c) 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.
|
|
|
|
*/
|
|
|
|
const float XBR_EDGE_STR = 0.6;
|
|
const float XBR_WEIGHT = 1.0;
|
|
const float XBR_ANTI_RINGING = 1.0;
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float DETAILS;
|
|
} params;
|
|
|
|
#pragma parameter DETAILS "Xbr - Preserve Details" 0.0 0.0 1.0 1.0
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#define mul(a,b) (b*a)
|
|
|
|
#define wp1 1.0
|
|
#define wp2 0.0
|
|
#define wp3 0.0
|
|
//#define wp4 0.0
|
|
//#define wp5 0.0
|
|
#define wp6 0.0
|
|
|
|
#define weight1 (XBR_WEIGHT*1.29633/10.0)
|
|
#define weight2 (XBR_WEIGHT*1.75068/10.0/2.0)
|
|
|
|
const vec3 Y = vec3(.2126, .7152, .0722);
|
|
|
|
float RGBtoYUV(vec3 color)
|
|
{
|
|
return dot(color, Y);
|
|
}
|
|
|
|
float df(float A, float B)
|
|
{
|
|
return abs(A-B);
|
|
}
|
|
|
|
/*
|
|
P1
|
|
|P0|B |C |P1| C F4 |a0|b1|c2|d3|
|
|
|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
|
|
|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
|
|
|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
|
|
G H5
|
|
P2
|
|
*/
|
|
|
|
float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3)
|
|
{
|
|
float wp4 = 0.0;
|
|
float wp5 = 0.0;
|
|
if(params.DETAILS > 0.5)
|
|
{
|
|
wp4 = 1.0;
|
|
wp5 = -1.0;
|
|
}
|
|
return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3)));
|
|
}
|
|
|
|
float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4)
|
|
{
|
|
float wp4 = (params.DETAILS > 0.5) ? 1.0 : 0.0;
|
|
return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) + wp3*(df(i1,e2)+df(i3,e4)+df(e1,i2)+df(e3,i4)));
|
|
}
|
|
|
|
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
|
|
{
|
|
return min(a, min(b, min(c, d)));
|
|
}
|
|
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
|
|
{
|
|
return max(a, max(b, max(c, d)));
|
|
}
|
|
|
|
#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;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord * 1.0001;
|
|
|
|
float dx = params.SourceSize.z;
|
|
float dy = params.SourceSize.w;
|
|
t1 = vTexCoord.xyxy + vec4(-2.0*dx, -2.0*dy, dx, dy);
|
|
t2 = vTexCoord.xyxy + vec4( -dx, -2.0*dy, 0, dy);
|
|
t3 = vTexCoord.xyxy + vec4(-2.0*dx, -dy, dx, 0);
|
|
t4 = vTexCoord.xyxy + vec4( -dx, -dy, 0, 0);
|
|
}
|
|
|
|
#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 = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
vec3 P0 = texture(Source, t1.xy).xyz;
|
|
vec3 P1 = texture(Source, t1.zy).xyz;
|
|
vec3 P2 = texture(Source, t1.xw).xyz;
|
|
vec3 P3 = texture(Source, t1.zw).xyz;
|
|
|
|
vec3 B = texture(Source, t2.xy).xyz;
|
|
vec3 C = texture(Source, t2.zy).xyz;
|
|
vec3 H5 = texture(Source, t2.xw).xyz;
|
|
vec3 I5 = texture(Source, t2.zw).xyz;
|
|
|
|
vec3 D = texture(Source, t3.xy).xyz;
|
|
vec3 F4 = texture(Source, t3.zy).xyz;
|
|
vec3 G = texture(Source, t3.xw).xyz;
|
|
vec3 I4 = texture(Source, t3.zw).xyz;
|
|
|
|
vec3 E = texture(Source, t4.xy).xyz;
|
|
vec3 F = texture(Source, t4.zy).xyz;
|
|
vec3 H = texture(Source, t4.xw).xyz;
|
|
vec3 I = texture(Source, t4.zw).xyz;
|
|
|
|
float b = RGBtoYUV( B );
|
|
float c = RGBtoYUV( C );
|
|
float d = RGBtoYUV( D );
|
|
float e = RGBtoYUV( E );
|
|
float f = RGBtoYUV( F );
|
|
float g = RGBtoYUV( G );
|
|
float h = RGBtoYUV( H );
|
|
float i = RGBtoYUV( I );
|
|
|
|
float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 );
|
|
float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 );
|
|
float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 );
|
|
float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 );
|
|
|
|
/*
|
|
P1
|
|
|P0|B |C |P1| C F4 |a0|b1|c2|d3|
|
|
|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
|
|
|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
|
|
|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
|
|
G H5
|
|
P2
|
|
*/
|
|
|
|
/* Calc edgeness in diagonal directions. */
|
|
float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 ));
|
|
|
|
/* Calc edgeness in horizontal/vertical directions. */
|
|
float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4));
|
|
|
|
float limits = XBR_EDGE_STR + 0.000001;
|
|
float edge_strength = smoothstep(0.0, limits, abs(d_edge));
|
|
|
|
/* Filter weights. Two taps only. */
|
|
vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1);
|
|
vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2);
|
|
|
|
/* Filtering and normalization in four direction generating four colors. */
|
|
vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 ));
|
|
vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 ));
|
|
vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4));
|
|
vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5));
|
|
|
|
/* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */
|
|
vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength);
|
|
|
|
/* Anti-ringing code. */
|
|
vec3 min_sample = min4( E, F, H, I ) + (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
|
|
vec3 max_sample = max4( E, F, H, I ) - (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
|
|
color = clamp(color, min_sample, max_sample);
|
|
|
|
FragColor = vec4(color, 1.0);
|
|
}
|