slang-shaders/edge-smoothing/xbr/shaders/xbr-lv2-hd.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
/*
Hyllian's xBR-lv2 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;
float XBR_Y_WEIGHT;
float XBR_EQ_THRESHOLD;
float XBR_LV1_COEFFICIENT;
float XBR_LV2_COEFFICIENT;
float XBR_RES;
float XBR_SCALE;
float XBR_TEX;
} params;
#pragma parameter XBR_Y_WEIGHT "Y Weight" 48.0 0.0 100.0 1.0
#pragma parameter XBR_EQ_THRESHOLD "Eq Threshold" 15.0 0.0 50.0 1.0
#pragma parameter XBR_LV1_COEFFICIENT "Lv1 Coefficient" 0.5 0.0 30.0 0.5
#pragma parameter XBR_LV2_COEFFICIENT "Lv2 Coefficient" 2.0 1.0 3.0 0.1
#pragma parameter XBR_RES "Internal Res Multiplier" 2.0 1.0 8.0 1.0
#pragma parameter XBR_SCALE "xBR Scale" 3.0 1.0 5.0 1.0
#pragma parameter XBR_TEX "Reduce Artifact" 0.25 0.25 0.49 0.01
#define XBR_Y_WEIGHT params.XBR_Y_WEIGHT
#define XBR_EQ_THRESHOLD params.XBR_EQ_THRESHOLD
#define XBR_LV1_COEFFICIENT params.XBR_LV1_COEFFICIENT
#define XBR_LV2_COEFFICIENT params.XBR_LV2_COEFFICIENT
#define XBR_RES params.XBR_RES
#define XBR_SCALE params.XBR_SCALE
#define XBR_TEX params.XBR_TEX
#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;
// Uncomment just one of the three params below to choose the corner detection
//#define CORNER_A
//#define CORNER_B
#define CORNER_C
//#define CORNER_D
#ifndef CORNER_A
#define SMOOTH_TIPS
#endif
#define lv2_cf XBR_LV2_COEFFICIENT
const float coef = 2.0;
const vec3 rgbw = vec3(14.352, 28.176, 5.472);
const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
vec4 delta = vec4(1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE);
vec4 delta_l = vec4(0.5/XBR_SCALE, 1.0/XBR_SCALE, 0.5/XBR_SCALE, 1.0/XBR_SCALE);
vec4 delta_u = delta_l.yxwz;
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 vec3 Y = vec3(0.2126, 0.7152, 0.0722);
// Difference between vector components.
vec4 df(vec4 A, vec4 B)
{
return vec4(abs(A-B));
}
// Determine if two vector components are equal based on a threshold.
bvec4 eq(vec4 A, vec4 B)
{
return (lessThan(df(A, B), vec4(XBR_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));
}
float c_df(vec3 c1, vec3 c2)
{
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
#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;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vec2 ps = XBR_RES/params.SourceSize.xy;
float dx = ps.x;
float dy = ps.y;
t1 = vec4( dx, 0, 0, dy); // F H
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
bvec4 edri, edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
bvec4 interp_restriction_lv0, interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up, block_3d, block_3d_left, block_3d_up;
vec4 fx, fx_left, fx_up; // inequations of straight lines.
vec4 delta = vec4(1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE);
vec4 deltaL = vec4(0.5/XBR_SCALE, 1.0/XBR_SCALE, 0.5/XBR_SCALE, 1.0/XBR_SCALE);
vec4 deltaU = deltaL.yxwz;
vec2 fp = fract(vTexCoord*params.SourceSize.xy/XBR_RES);
vec2 tex = (floor(vTexCoord*params.SourceSize.xy/XBR_RES) + vec2(0.5, 0.5))*XBR_RES/params.SourceSize.xy;
vec2 dx = t1.xy;
vec2 dy = t1.zw;
vec3 A = texture(Source, vTexCoord -dx -dy).xyz;
vec3 B = texture(Source, vTexCoord -dy).xyz;
vec3 C = texture(Source, vTexCoord +dx -dy).xyz;
vec3 D = texture(Source, vTexCoord -dx ).xyz;
vec3 E = texture(Source, vTexCoord ).xyz;
vec3 F = texture(Source, vTexCoord +dx ).xyz;
vec3 G = texture(Source, vTexCoord -dx +dy).xyz;
vec3 H = texture(Source, vTexCoord +dy).xyz;
vec3 I = texture(Source, vTexCoord +dx +dy).xyz;
vec3 A1 = texture(Source, vTexCoord -dx -2.0*dy).xyz;
vec3 B1 = texture(Source, vTexCoord -2.0*dy).xyz;
vec3 C1 = texture(Source, vTexCoord +dx -2.0*dy).xyz;
vec3 G5 = texture(Source, vTexCoord -dx +2.0*dy).xyz;
vec3 H5 = texture(Source, vTexCoord +2.0*dy).xyz;
vec3 I5 = texture(Source, vTexCoord +dx +2.0*dy).xyz;
vec3 A0 = texture(Source, vTexCoord -2.0*dx -dy).xyz;
vec3 D0 = texture(Source, vTexCoord -2.0*dx ).xyz;
vec3 G0 = texture(Source, vTexCoord -2.0*dx +dy).xyz;
vec3 C4 = texture(Source, vTexCoord +2.0*dx -dy).xyz;
vec3 F4 = texture(Source, vTexCoord +2.0*dx ).xyz;
vec3 I4 = texture(Source, vTexCoord +2.0*dx +dy).xyz;
vec3 F6 = texture(Source, tex +dx+XBR_TEX*dx+XBR_TEX*dy).xyz;
vec3 F7 = texture(Source, tex +dx+XBR_TEX*dx-XBR_TEX*dy).xyz;
vec3 F8 = texture(Source, tex +dx-XBR_TEX*dx-XBR_TEX*dy).xyz;
vec3 F9 = texture(Source, tex +dx-XBR_TEX*dx+XBR_TEX*dy).xyz;
vec3 B6 = texture(Source, tex +XBR_TEX*dx+XBR_TEX*dy-dy).xyz;
vec3 B7 = texture(Source, tex +XBR_TEX*dx-XBR_TEX*dy-dy).xyz;
vec3 B8 = texture(Source, tex -XBR_TEX*dx-XBR_TEX*dy-dy).xyz;
vec3 B9 = texture(Source, tex -XBR_TEX*dx+XBR_TEX*dy-dy).xyz;
vec3 D6 = texture(Source, tex -dx+XBR_TEX*dx+XBR_TEX*dy).xyz;
vec3 D7 = texture(Source, tex -dx+XBR_TEX*dx-XBR_TEX*dy).xyz;
vec3 D8 = texture(Source, tex -dx-XBR_TEX*dx-XBR_TEX*dy).xyz;
vec3 D9 = texture(Source, tex -dx-XBR_TEX*dx+XBR_TEX*dy).xyz;
vec3 H6 = texture(Source, tex +XBR_TEX*dx+XBR_TEX*dy+dy).xyz;
vec3 H7 = texture(Source, tex +XBR_TEX*dx-XBR_TEX*dy+dy).xyz;
vec3 H8 = texture(Source, tex -XBR_TEX*dx-XBR_TEX*dy+dy).xyz;
vec3 H9 = texture(Source, tex -XBR_TEX*dx+XBR_TEX*dy+dy).xyz;
float y_weight = XBR_Y_WEIGHT;
vec4 b = mul( mat4x3(B, D, H, F), y_weight*Y );
vec4 c = mul( mat4x3(C, A, G, I), y_weight*Y );
vec4 e = mul( mat4x3(E, E, E, E), y_weight*Y );
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), y_weight*Y );
vec4 i5 = mul( mat4x3(I5, C4, A1, G0), y_weight*Y );
vec4 h5 = mul( mat4x3(H5, F4, B1, D0), y_weight*Y );
vec4 f4 = h5.yzwx;
vec4 f0 = mul( mat4x3(F6, B6, D6, H6), y_weight*Y );
vec4 f1 = mul( mat4x3(F7, B7, D7, H7), y_weight*Y );
vec4 f2 = mul( mat4x3(F8, B8, D8, H8), y_weight*Y );
vec4 f3 = mul( mat4x3(F9, B9, D9, H9), y_weight*Y );
vec4 h0 = f0.wxyz;
vec4 h1 = f1.wxyz;
vec4 h2 = f2.wxyz;
vec4 h3 = f3.wxyz;
// These inequations define the line below which interpolation occurs.
fx = (Ao*fp.y+Bo*fp.x);
fx_left = (Ax*fp.y+Bx*fp.x);
fx_up = (Ay*fp.y+By*fp.x);
block_3d.x = ((f0.x==f1.x && f1.x==f2.x && f2.x==f3.x) && (h0.x==h1.x && h1.x==h2.x && h2.x==h3.x));
block_3d.y = ((f0.y==f1.y && f1.y==f2.y && f2.y==f3.y) && (h0.y==h1.y && h1.y==h2.y && h2.y==h3.y));
block_3d.z = ((f0.z==f1.z && f1.z==f2.z && f2.z==f3.z) && (h0.z==h1.z && h1.z==h2.z && h2.z==h3.z));
block_3d.w = ((f0.w==f1.w && f1.w==f2.w && f2.w==f3.w) && (h0.w==h1.w && h1.w==h2.w && h2.w==h3.w));
interp_restriction_lv1.x = interp_restriction_lv0.x = ((e.x!=f.x) && (e.x!=h.x) && block_3d.x);
interp_restriction_lv1.y = interp_restriction_lv0.y = ((e.y!=f.y) && (e.y!=h.y) && block_3d.y);
interp_restriction_lv1.z = interp_restriction_lv0.z = ((e.z!=f.z) && (e.z!=h.z) && block_3d.z);
interp_restriction_lv1.w = interp_restriction_lv0.w = ((e.w!=f.w) && (e.w!=h.w) && block_3d.w);
#ifdef CORNER_B
interp_restriction_lv1 = (interp_restriction_lv0 && ( !eq(f,b) && !eq(h,d) || eq(e,i) && !eq(f,i4) && !eq(h,i5) || eq(e,g) || eq(e,c) ) );
#endif
#ifdef CORNER_D
vec4 c1 = i4.yzwx;
vec4 g0 = i5.wxyz;
interp_restriction_lv1 = (interp_restriction_lv0 && ( !eq(f,b) && !eq(h,d) || eq(e,i) && !eq(f,i4) && !eq(h,i5) || eq(e,g) || eq(e,c) ) && (f!=f4 && f!=i || h!=h5 && h!=i || h!=g || f!=c || eq(b,c1) && eq(d,g0)));
#endif
#ifdef CORNER_C
interp_restriction_lv1.x = (interp_restriction_lv0.x && ( !eq(f,b).x && !eq(f,c).x || !eq(h,d).x && !eq(h,g).x || eq(e,i).x && (!eq(f,f4).x && !eq(f,i4).x || !eq(h,h5).x && !eq(h,i5).x) || eq(e,g).x || eq(e,c).x) );
interp_restriction_lv1.y = (interp_restriction_lv0.y && ( !eq(f,b).y && !eq(f,c).y || !eq(h,d).y && !eq(h,g).y || eq(e,i).y && (!eq(f,f4).y && !eq(f,i4).y || !eq(h,h5).y && !eq(h,i5).y) || eq(e,g).y || eq(e,c).y) );
interp_restriction_lv1.z = (interp_restriction_lv0.z && ( !eq(f,b).z && !eq(f,c).z || !eq(h,d).z && !eq(h,g).z || eq(e,i).z && (!eq(f,f4).z && !eq(f,i4).z || !eq(h,h5).z && !eq(h,i5).z) || eq(e,g).z || eq(e,c).z) );
interp_restriction_lv1.w = (interp_restriction_lv0.w && ( !eq(f,b).w && !eq(f,c).w || !eq(h,d).w && !eq(h,g).w || eq(e,i).w && (!eq(f,f4).w && !eq(f,i4).w || !eq(h,h5).w && !eq(h,i5).w) || eq(e,g).w || eq(e,c).w) );
#endif
interp_restriction_lv2_left.x = ((e.x!=g.x) && (d.x!=g.x));
interp_restriction_lv2_left.y = ((e.y!=g.y) && (d.y!=g.y));
interp_restriction_lv2_left.z = ((e.z!=g.z) && (d.z!=g.z));
interp_restriction_lv2_left.w = ((e.w!=g.w) && (d.w!=g.w));
interp_restriction_lv2_up.x = ((e.x!=c.x) && (b.x!=c.x));
interp_restriction_lv2_up.y = ((e.y!=c.y) && (b.y!=c.y));
interp_restriction_lv2_up.z = ((e.z!=c.z) && (b.z!=c.z));
interp_restriction_lv2_up.w = ((e.w!=c.w) && (b.w!=c.w));
vec4 fx45i = saturate((fx + delta -Co - Ci)/(2*delta ));
vec4 fx45 = saturate((fx + delta -Co )/(2*delta ));
vec4 fx30 = saturate((fx_left + deltaL -Cx )/(2*deltaL));
vec4 fx60 = saturate((fx_up + deltaU -Cy )/(2*deltaU));
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
edri.x = (wd1.x <= wd2.x) && interp_restriction_lv0.x;
edri.y = (wd1.y <= wd2.y) && interp_restriction_lv0.y;
edri.z = (wd1.z <= wd2.z) && interp_restriction_lv0.z;
edri.w = (wd1.w <= wd2.w) && interp_restriction_lv0.w;
edr.x = (wd1.x < wd2.x) && interp_restriction_lv1.x;
edr.y = (wd1.y < wd2.y) && interp_restriction_lv1.y;
edr.z = (wd1.z < wd2.z) && interp_restriction_lv1.z;
edr.w = (wd1.w < wd2.w) && interp_restriction_lv1.w;
edr_left.x = ((XBR_LV2_COEFFICIENT*df(f,g).x) <= df(h,c).x) && interp_restriction_lv2_left.x && edr.x;
edr_left.y = ((XBR_LV2_COEFFICIENT*df(f,g).y) <= df(h,c).y) && interp_restriction_lv2_left.y && edr.y;
edr_left.z = ((XBR_LV2_COEFFICIENT*df(f,g).z) <= df(h,c).z) && interp_restriction_lv2_left.z && edr.z;
edr_left.w = ((XBR_LV2_COEFFICIENT*df(f,g).w) <= df(h,c).w) && interp_restriction_lv2_left.w && edr.w;
edr_up.x = (df(f,g).x >= (XBR_LV2_COEFFICIENT*df(h,c).x)) && interp_restriction_lv2_up.x && edr.x;
edr_up.y = (df(f,g).y >= (XBR_LV2_COEFFICIENT*df(h,c).y)) && interp_restriction_lv2_up.y && edr.y;
edr_up.z = (df(f,g).z >= (XBR_LV2_COEFFICIENT*df(h,c).z)) && interp_restriction_lv2_up.z && edr.z;
edr_up.w = (df(f,g).w >= (XBR_LV2_COEFFICIENT*df(h,c).w)) && interp_restriction_lv2_up.w && edr.w;
fx45 = vec4(edr)*fx45;
fx30 = vec4(edr_left)*fx30;
fx60 = vec4(edr_up)*fx60;
fx45i = vec4(edri)*fx45i;
px.x = (df(e,f3).x <= df(e,h1).x);
px.y = (df(e,f3).y <= df(e,h1).y);
px.z = (df(e,f3).z <= df(e,h1).z);
px.w = (df(e,f3).w <= df(e,h1).w);
#ifdef SMOOTH_TIPS
vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));
#else
vec4 maximos = max(max(fx30, fx60), fx45);
#endif
vec3 res1 = E;
res1 = mix(res1, mix(H, F, float(px.x)), maximos.x);
res1 = mix(res1, mix(B, D, float(px.z)), maximos.z);
vec3 res2 = E;
res2 = mix(res2, mix(F, B, float(px.y)), maximos.y);
res2 = mix(res2, mix(D, H, float(px.w)), maximos.w);
vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2)));
FragColor = vec4(res, 1.0);
}