mirror of
https://github.com/italicsjenga/slang-shaders.git
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136 lines
3.2 KiB
Plaintext
136 lines
3.2 KiB
Plaintext
#version 450
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/*
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G-sharp resampler - dynamic range, resizable
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Copyright (C) 2020 - 2021 guest(r) - guest.r@gmail.com
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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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Anti-Ringing inspired by Hyllian
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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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float SIGMA_HV;
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float HSHARP0;
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float HAR;
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float SHAR;
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} params;
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#pragma parameter HSHARP0 "Filter Range" 1.2 1.0 6.0 0.1
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#define HSHARP0 params.HSHARP0
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#pragma parameter SIGMA_HV "Gaussian Blur Sigma" 0.75 0.1 7.0 0.05
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#define SIGMA_HV params.SIGMA_HV
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#pragma parameter SHAR "Sharpness Definition" 0.5 0.0 2.0 0.05
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#define SHAR params.SHAR
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#pragma parameter HAR "Anti-Ringing" 0.5 0.0 1.0 0.10
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#define HAR params.HAR
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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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#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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define SourceSize params.SourceSize
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float invsqrsigma_h = 1.0/(2.0*SIGMA_HV*SIGMA_HV);
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float gaussian(float x, float y)
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{
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return exp(-(x*x + y*y)*invsqrsigma_h);
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}
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void main()
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{
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vec2 f = fract(SourceSize.xy * vTexCoord.xy);
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f = 0.5 - f;
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vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
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vec2 dx = vec2(SourceSize.z, 0.0);
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vec2 dy = vec2(0.0, SourceSize.w);
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vec3 colorx = 0.0.xxx;
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vec3 colory = 0.0.xxx;
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float wx, wy;
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float wsumx = 0.0;
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float wsumy = 0.0;
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vec3 pixel;
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float x;
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vec3 xcmax = 0.0.xxx;
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vec3 xcmin = 1.0.xxx;
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float sharp = gaussian(HSHARP0, 0.0);
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float maxsharp = 0.07;
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float FPR = HSHARP0;
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float fpx = 1.0;
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float LOOPSIZE = ceil(2.0*FPR);
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float y = -LOOPSIZE;
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do
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{
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x = -LOOPSIZE;
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do
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{
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pixel = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb;
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wx = gaussian(x+f.x, y+f.y) - sharp;
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fpx = (sqrt(dot(vec2(x+f.x,y+f.y),vec2(x+f.x,y+f.y)))-FPR)/FPR;
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if (((x*x) + (y*y)) < 1.25*FPR) { xcmax = max(xcmax, pixel); xcmin = min(xcmin, pixel); }
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if (wx < 0.0) wx = clamp(wx, mix(-maxsharp, 0.0, pow(abs(fpx), SHAR)), 0.0);
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colorx = colorx + wx * pixel;
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wsumx = wsumx + wx;
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x = x + 1.0;
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} while (x <= LOOPSIZE);
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y = y + 1.0;
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} while (y <= LOOPSIZE);
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vec3 color = colorx/wsumx;
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color = mix(clamp(color, 0.0, 1.0), clamp(color, xcmin, xcmax), HAR);
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FragColor = vec4(color, 1.0);
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}
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