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https://github.com/italicsjenga/slang-shaders.git
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162 lines
5.4 KiB
Plaintext
162 lines
5.4 KiB
Plaintext
#version 450
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/*
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Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
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Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@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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*/
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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 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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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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/* VERTEX_SHADER */
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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 JINC2_WINDOW_SINC 0.42
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#define JINC2_SINC 0.92
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#define JINC2_AR_STRENGTH 0.0
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// END PARAMETERS //
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/*
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This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5,
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where r1 and r2 are the first two zeros of jinc function.
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For a jinc 2-lobe best approximation, use A=0.5 and B=0.825.
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*/
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// A=0.5, B=0.825 is the best jinc approximation for x<2.5. if B=1.0, it's a lanczos filter.
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// Increase A to get more blur. Decrease it to get a sharper picture.
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// B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns.
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#define halfpi 1.5707963267948966192313216916398
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#define pi 3.1415926535897932384626433832795
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#define wa (JINC2_WINDOW_SINC*pi)
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#define wb (JINC2_SINC*pi)
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vec3 Y = vec3(0.299, 0.587, 0.114);
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// Calculates the distance between two points
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float d(vec2 pt1, vec2 pt2)
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{
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vec2 v = pt2 - pt1;
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return sqrt(dot(v, v));
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}
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vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return min(a, min(b, min(c, d)));
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}
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vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return max(a, max(b, max(c, d)));
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}
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vec4 resampler(vec4 x)
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{
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return (x == vec4(0.0)) ? vec4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
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}
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void main()
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{
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vec2 dx = vec2(1.0, 0.0);
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vec2 dy = vec2(0.0, 1.0);
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vec2 pc = vTexCoord*global.SourceSize.xy;
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vec2 tc = (floor(pc - vec2(0.5, 0.5)) + vec2(0.5, 0.5));
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mat4x4 weights = mat4x4(
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resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy))),
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resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx ))),
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resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy))),
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resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)))
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);
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//weights[0][0] = weights[0][3] = weights[3][0] = weights[3][3] = 0.0;
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dx = dx*global.SourceSize.zw;
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dy = dy*global.SourceSize.zw;
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tc = tc*global.SourceSize.zw;
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// reading the texels
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vec3 c00 = texture(Source, tc -dx -dy).xyz;
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vec3 c10 = texture(Source, tc -dy).xyz;
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vec3 c20 = texture(Source, tc +dx -dy).xyz;
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vec3 c30 = texture(Source, tc+2.0*dx -dy).xyz;
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vec3 c01 = texture(Source, tc -dx ).xyz;
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vec3 c11 = texture(Source, tc ).xyz;
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vec3 c21 = texture(Source, tc +dx ).xyz;
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vec3 c31 = texture(Source, tc+2.0*dx ).xyz;
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vec3 c02 = texture(Source, tc -dx +dy).xyz;
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vec3 c12 = texture(Source, tc +dy).xyz;
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vec3 c22 = texture(Source, tc +dx +dy).xyz;
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vec3 c32 = texture(Source, tc+2.0*dx +dy).xyz;
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vec3 c03 = texture(Source, tc -dx+2.0*dy).xyz;
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vec3 c13 = texture(Source, tc +2.0*dy).xyz;
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vec3 c23 = texture(Source, tc +dx+2.0*dy).xyz;
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vec3 c33 = texture(Source, tc+2.0*dx+2.0*dy).xyz;
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vec3 color;
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color = mat4x3(c00, c10, c20, c30) * weights[0];
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color+= mat4x3(c01, c11, c21, c31) * weights[1];
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color+= mat4x3(c02, c12, c22, c32) * weights[2];
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color+= mat4x3(c03, c13, c23, c33) * weights[3];
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color = color / dot( vec4(1.0) * weights, vec4(1.0) );
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// Anti-ringing
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// Get min/max samples
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pc = vTexCoord;
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c00 = texture(Source, pc ).xyz;
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c11 = texture(Source, pc +dx ).xyz;
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c21 = texture(Source, pc -dx ).xyz;
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c12 = texture(Source, pc +dy).xyz;
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c22 = texture(Source, pc -dy).xyz;
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vec3 min_sample = min4(c11, c21, c12, c22);
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vec3 max_sample = max4(c11, c21, c12, c22);
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min_sample = min(min_sample, c00);
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max_sample = max(max_sample, c00);
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vec3 aux = color;
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, JINC2_AR_STRENGTH);
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// final sum and weight normalization
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FragColor = vec4(color, 1.0);
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}
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