mirror of
https://github.com/italicsjenga/slang-shaders.git
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7c1b4b3b19
- Add xbr-lv3-multipass and xbr-lv3-9x-multipass. Much faster than the standalone versions; - Fix some typo on lv2.
207 lines
6 KiB
Plaintext
207 lines
6 KiB
Plaintext
#version 450
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/*
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Hyllian's xBR-lv2 - pass1 Shader
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Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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float XBR_BLENDING;
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} params;
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#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
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#define XBR_BLENDING params.XBR_BLENDING
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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} global;
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define round(X) floor((X)+0.5)
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const vec4 low = vec4( 0.0, 0.0, 0.0, 0.0);
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const vec4 high = vec4(255.0, 255.0, 255.0, 255.0);
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const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
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const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
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const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
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const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
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const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
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const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
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const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
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const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out float aa_factor;
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void main()
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{
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gl_Position = global.MVP * Position;
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// vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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float dx = global.SourceSize.z;
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float dy = global.SourceSize.w;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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aa_factor = 2.0*global.OutputSize.z * global.SourceSize.x;
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t1 = vTexCoord.xyyy + vec4( 0, -dy, 0, dy); // B
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t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); //D E F
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// H
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in float aa_factor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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// Return if A components are less than or equal B ones.
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vec4 LTE(vec4 A, vec4 B)
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{
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return step(A, B);
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}
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// Return if A components are less than B ones.
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vec4 LT(vec4 A, vec4 B)
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{
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return vec4(lessThan(A, B));
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}
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float dist(vec3 A, vec3 B)
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{
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return dot(abs(A-B), Y);
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}
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// Calculate color distance between two vectors of four pixels
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vec4 dist4(mat4x3 A, mat4x3 B)
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{
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return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
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}
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vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
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{
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return round(mix(low, high, v));
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}
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mat4 unpack_info(vec4 i)
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{
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mat4 info;
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info[0] = round(modf(i/2.0, i));
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info[1] = round(modf(i/2.0, i));
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info[2] = round(modf(i/2.0, i));
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info[3] = i;
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return transpose(info);
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}
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void main()
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{
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vec4 px; // px = pixel, edr = edge detection rule
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vec4 fx, fx_l, fx_u; // inequations of straight lines.
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vec3 res1, res2;
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vec4 fx45i, fx45, fx30, fx60;
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vec2 fp = fract(vTexCoord*global.SourceSize.xy);
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vec3 B = texture(Original, t1.xy).rgb;
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vec3 D = texture(Original, t2.xw).rgb;
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vec3 E = texture(Original, t2.yw).rgb;
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vec3 F = texture(Original, t2.zw).rgb;
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vec3 H = texture(Original, t1.xw).rgb;
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mat4x3 e = mat4x3(E, E, E, E);
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mat4x3 f = mat4x3(F, B, D, H);
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mat4x3 h = mat4x3(H, F, B, D);
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// These inequations define the line below which interpolation occurs.
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fx = (Ao*fp.y+Bo*fp.x);
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fx_l = (Ax*fp.y+Bx*fp.x);
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fx_u = (Ay*fp.y+By*fp.x);
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if (XBR_BLENDING == 1.0) {
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vec4 delta = vec4(aa_factor);
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vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
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vec4 deltaU = deltaL.yxwz;
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fx45 = saturate( 0.5 + (fx - Co ) / delta );
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fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
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fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
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fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
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}
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else {
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fx45 = LT( Co, fx );
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fx30 = LT( Cx, fx_l );
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fx60 = LT( Cy, fx_u );
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fx45i = LT( Co + Ci, fx );
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}
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mat4 edr = unpack_info(remapFrom01(texture(Source, vTexCoord), low, high));
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fx45 = edr[0] * fx45;
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fx30 = edr[1] * fx30;
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fx60 = edr[2] * fx60;
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fx45i = edr[3] * fx45i;
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px = LTE(dist4(e,f), dist4(e,h));
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vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));
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res1 = mix(E, mix(H, F, px.x), maximos.x);
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res2 = mix(E, mix(B, D, px.z), maximos.z);
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vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
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res1 = mix(E, mix(F, B, px.y), maximos.y);
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res2 = mix(E, mix(D, H, px.w), maximos.w);
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vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
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vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
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FragColor = vec4(res, 1.0);
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}
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