mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 03:11:31 +11:00
271 lines
9.6 KiB
Plaintext
271 lines
9.6 KiB
Plaintext
#version 450
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/*
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SABR v3.0 Shader
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Joshua Street
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Portions of this algorithm were taken from Hyllian's 5xBR v3.7c
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shader.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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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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} global;
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/*
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Constants
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*/
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/*
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Inequation coefficients for interpolation
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Equations are in the form: Ay + Bx = C
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45, 30, and 60 denote the angle from x each line the cooeficient variable set builds
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*/
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const vec4 Ai = vec4( 1.0, -1.0, -1.0, 1.0);
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const vec4 B45 = vec4( 1.0, 1.0, -1.0, -1.0);
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const vec4 C45 = vec4( 1.5, 0.5, -0.5, 0.5);
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const vec4 B30 = vec4( 0.5, 2.0, -0.5, -2.0);
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const vec4 C30 = vec4( 1.0, 1.0, -0.5, 0.0);
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const vec4 B60 = vec4( 2.0, 0.5, -2.0, -0.5);
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const vec4 C60 = vec4( 2.0, 0.0, -1.0, 0.5);
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const vec4 M45 = vec4(0.4, 0.4, 0.4, 0.4);
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const vec4 M30 = vec4(0.2, 0.4, 0.2, 0.4);
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const vec4 M60 = M30.yxwz;
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const vec4 Mshift = vec4(0.2);
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// Coefficient for weighted edge detection
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const float coef = 2.0;
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// Threshold for if luminance values are "equal"
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const vec4 threshold = vec4(0.32);
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// Conversion from RGB to Luminance (from GIMP)
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const vec3 lum = vec3(0.21, 0.72, 0.07);
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// Performs same logic operation as && for vectors
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bvec4 _and_(bvec4 A, bvec4 B) {
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return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
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}
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// Performs same logic operation as || for vectors
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bvec4 _or_(bvec4 A, bvec4 B) {
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return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
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}
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// Converts 4 3-color vectors into 1 4-value luminance vector
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vec4 lum_to(vec3 v0, vec3 v1, vec3 v2, vec3 v3) {
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return vec4(dot(lum, v0), dot(lum, v1), dot(lum, v2), dot(lum, v3));
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}
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// Gets the difference between 2 4-value luminance vectors
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vec4 lum_df(vec4 A, vec4 B) {
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return abs(A - B);
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}
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// Determines if 2 4-value luminance vectors are "equal" based on threshold
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bvec4 lum_eq(vec4 A, vec4 B) {
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return lessThan(lum_df(A, B), threshold);
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}
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vec4 lum_wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) {
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return lum_df(a, b) + lum_df(a, c) + lum_df(d, e) + lum_df(d, f) + 4.0 * lum_df(g, h);
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}
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// Gets the difference between 2 3-value rgb colors
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float c_df(vec3 c1, vec3 c2) {
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vec3 df = abs(c1 - c2);
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return df.r + df.g + df.b;
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}
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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 tc;
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layout(location = 1) out vec4 xyp_1_2_3;
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layout(location = 2) out vec4 xyp_5_10_15;
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layout(location = 3) out vec4 xyp_6_7_8;
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layout(location = 4) out vec4 xyp_9_14_9;
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layout(location = 5) out vec4 xyp_11_12_13;
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layout(location = 6) out vec4 xyp_16_17_18;
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layout(location = 7) out vec4 xyp_21_22_23;
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void main()
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{
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gl_Position = global.MVP * Position;
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float x = params.SourceSize.z;
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float y = params.SourceSize.w;
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tc = TexCoord * vec2(1.0004, 1.0);
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xyp_1_2_3 = tc.xxxy + vec4( -x, 0.0, x, -2.0 * y);
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xyp_6_7_8 = tc.xxxy + vec4( -x, 0.0, x, -y);
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xyp_11_12_13 = tc.xxxy + vec4( -x, 0.0, x, 0.0);
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xyp_16_17_18 = tc.xxxy + vec4( -x, 0.0, x, y);
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xyp_21_22_23 = tc.xxxy + vec4( -x, 0.0, x, 2.0 * y);
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xyp_5_10_15 = tc.xyyy + vec4(-2.0 * x, -y, 0.0, y);
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xyp_9_14_9 = tc.xyyy + vec4( 2.0 * x, -y, 0.0, y);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 tc;
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layout(location = 1) in vec4 xyp_1_2_3;
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layout(location = 2) in vec4 xyp_5_10_15;
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layout(location = 3) in vec4 xyp_6_7_8;
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layout(location = 4) in vec4 xyp_9_14_9;
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layout(location = 5) in vec4 xyp_11_12_13;
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layout(location = 6) in vec4 xyp_16_17_18;
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layout(location = 7) in vec4 xyp_21_22_23;
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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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void main()
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{
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/*
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Mask for algorhithm
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+-----+-----+-----+-----+-----+
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| | 1 | 2 | 3 | |
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+-----+-----+-----+-----+-----+
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| 5 | 6 | 7 | 8 | 9 |
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+-----+-----+-----+-----+-----+
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| 10 | 11 | 12 | 13 | 14 |
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+-----+-----+-----+-----+-----+
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| 15 | 16 | 17 | 18 | 19 |
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+-----+-----+-----+-----+-----+
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| | 21 | 22 | 23 | |
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+-----+-----+-----+-----+-----+
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*/
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// Get mask values by performing texture lookup with the uniform sampler
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vec3 P1 = texture(Source, xyp_1_2_3.xw ).rgb;
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vec3 P2 = texture(Source, xyp_1_2_3.yw ).rgb;
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vec3 P3 = texture(Source, xyp_1_2_3.zw ).rgb;
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vec3 P6 = texture(Source, xyp_6_7_8.xw ).rgb;
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vec3 P7 = texture(Source, xyp_6_7_8.yw ).rgb;
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vec3 P8 = texture(Source, xyp_6_7_8.zw ).rgb;
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vec3 P11 = texture(Source, xyp_11_12_13.xw).rgb;
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vec3 P12 = texture(Source, xyp_11_12_13.yw).rgb;
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vec3 P13 = texture(Source, xyp_11_12_13.zw).rgb;
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vec3 P16 = texture(Source, xyp_16_17_18.xw).rgb;
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vec3 P17 = texture(Source, xyp_16_17_18.yw).rgb;
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vec3 P18 = texture(Source, xyp_16_17_18.zw).rgb;
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vec3 P21 = texture(Source, xyp_21_22_23.xw).rgb;
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vec3 P22 = texture(Source, xyp_21_22_23.yw).rgb;
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vec3 P23 = texture(Source, xyp_21_22_23.zw).rgb;
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vec3 P5 = texture(Source, xyp_5_10_15.xy ).rgb;
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vec3 P10 = texture(Source, xyp_5_10_15.xz ).rgb;
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vec3 P15 = texture(Source, xyp_5_10_15.xw ).rgb;
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vec3 P9 = texture(Source, xyp_9_14_9.xy ).rgb;
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vec3 P14 = texture(Source, xyp_9_14_9.xz ).rgb;
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vec3 P19 = texture(Source, xyp_9_14_9.xw ).rgb;
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// Store luminance values of each point in groups of 4
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// so that we may operate on all four corners at once
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vec4 p7 = lum_to(P7, P11, P17, P13);
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vec4 p8 = lum_to(P8, P6, P16, P18);
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vec4 p11 = p7.yzwx; // P11, P17, P13, P7
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vec4 p12 = lum_to(P12, P12, P12, P12);
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vec4 p13 = p7.wxyz; // P13, P7, P11, P17
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vec4 p14 = lum_to(P14, P2, P10, P22);
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vec4 p16 = p8.zwxy; // P16, P18, P8, P6
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vec4 p17 = p7.zwxy; // P17, P13, P7, P11
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vec4 p18 = p8.wxyz; // P18, P8, P6, P16
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vec4 p19 = lum_to(P19, P3, P5, P21);
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vec4 p22 = p14.wxyz; // P22, P14, P2, P10
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vec4 p23 = lum_to(P23, P9, P1, P15);
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// Scale current texel coordinate to [0..1]
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vec2 fp = fract(tc * params.SourceSize.xy);
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// Determine amount of "smoothing" or mixing that could be done on texel corners
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vec4 ma45 = smoothstep(C45 - M45, C45 + M45, Ai * fp.y + B45 * fp.x);
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vec4 ma30 = smoothstep(C30 - M30, C30 + M30, Ai * fp.y + B30 * fp.x);
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vec4 ma60 = smoothstep(C60 - M60, C60 + M60, Ai * fp.y + B60 * fp.x);
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vec4 marn = smoothstep(C45 - M45 + Mshift, C45 + M45 + Mshift, Ai * fp.y + B45 * fp.x);
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// Perform edge weight calculations
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vec4 e45 = lum_wd(p12, p8, p16, p18, p22, p14, p17, p13);
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vec4 econt = lum_wd(p17, p11, p23, p13, p7, p19, p12, p18);
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vec4 e30 = lum_df(p13, p16);
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vec4 e60 = lum_df(p8, p17);
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// Calculate rule results for interpolation
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bvec4 r45_1 = _and_(notEqual(p12, p13), notEqual(p12, p17));
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bvec4 r45_2 = _and_(not(lum_eq(p13, p7)), not(lum_eq(p13, p8)));
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bvec4 r45_3 = _and_(not(lum_eq(p17, p11)), not(lum_eq(p17, p16)));
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bvec4 r45_4_1 = _and_(not(lum_eq(p13, p14)), not(lum_eq(p13, p19)));
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bvec4 r45_4_2 = _and_(not(lum_eq(p17, p22)), not(lum_eq(p17, p23)));
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bvec4 r45_4 = _and_(lum_eq(p12, p18), _or_(r45_4_1, r45_4_2));
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bvec4 r45_5 = _or_(lum_eq(p12, p16), lum_eq(p12, p8));
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bvec4 r45 = _and_(r45_1, _or_(_or_(_or_(r45_2, r45_3), r45_4), r45_5));
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bvec4 r30 = _and_(notEqual(p12, p16), notEqual(p11, p16));
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bvec4 r60 = _and_(notEqual(p12, p8), notEqual(p7, p8));
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// Combine rules with edge weights
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bvec4 edr45 = _and_(lessThan(e45, econt), r45);
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bvec4 edrrn = lessThanEqual(e45, econt);
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bvec4 edr30 = _and_(lessThanEqual(coef * e30, e60), r30);
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bvec4 edr60 = _and_(lessThanEqual(coef * e60, e30), r60);
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// Finalize interpolation rules and cast to float (0.0 for false, 1.0 for true)
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vec4 final45 = vec4(_and_(_and_(not(edr30), not(edr60)), edr45));
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vec4 final30 = vec4(_and_(_and_(edr45, not(edr60)), edr30));
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vec4 final60 = vec4(_and_(_and_(edr45, not(edr30)), edr60));
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vec4 final36 = vec4(_and_(_and_(edr60, edr30), edr45));
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vec4 finalrn = vec4(_and_(not(edr45), edrrn));
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// Determine the color to mix with for each corner
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vec4 px = step(lum_df(p12, p17), lum_df(p12, p13));
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// Determine the mix amounts by combining the final rule result and corresponding
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// mix amount for the rule in each corner
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vec4 mac = final36 * max(ma30, ma60) + final30 * ma30 + final60 * ma60 + final45 * ma45 + finalrn * marn;
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/*
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Calculate the resulting color by traversing clockwise and counter-clockwise around
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the corners of the texel
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Finally choose the result that has the largest difference from the texel's original
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color
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*/
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vec3 res1 = P12;
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res1 = mix(res1, mix(P13, P17, px.x), mac.x);
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res1 = mix(res1, mix(P7, P13, px.y), mac.y);
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res1 = mix(res1, mix(P11, P7, px.z), mac.z);
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res1 = mix(res1, mix(P17, P11, px.w), mac.w);
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vec3 res2 = P12;
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res2 = mix(res2, mix(P17, P11, px.w), mac.w);
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res2 = mix(res2, mix(P11, P7, px.z), mac.z);
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res2 = mix(res2, mix(P7, P13, px.y), mac.y);
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res2 = mix(res2, mix(P13, P17, px.x), mac.x);
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FragColor = vec4(mix(res1, res2, step(c_df(P12, res1), c_df(P12, res2))), 1.0);
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} |