mirror of
https://github.com/italicsjenga/slang-shaders.git
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201 lines
6.8 KiB
Plaintext
201 lines
6.8 KiB
Plaintext
#version 450
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#include "super-xbr-params.inc"
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/*
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******* Super XBR Shader - pass2 ******* This pass is optional.
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Copyright (c) 2015 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(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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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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layout(location = 4) out vec4 t4;
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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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vec2 ps = vec2(global.SourceSize.z, global.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1 = vTexCoord.xyxy + vec4(-2.0*dx, -2.0*dy, dx, dy);
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t2 = vTexCoord.xyxy + vec4( -dx, -2.0*dy, 0, dy);
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t3 = vTexCoord.xyxy + vec4(-2.0*dx, -dy, dx, 0);
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t4 = vTexCoord.xyxy + vec4( -dx, -dy, 0, 0);
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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 vec4 t3;
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layout(location = 4) in vec4 t4;
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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 wp1 1.0
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#define wp2 0.0
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#define wp3 0.0
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#define wp4 0.0
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#define wp5 -1.0
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#define wp6 0.0
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#define weight1 (XBR_WEIGHT*1.29633/10.0)
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#define weight2 (XBR_WEIGHT*1.75068/10.0/2.0)
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vec3 Y = vec3(.2126, .7152, .0722);
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float RGBtoYUV(vec3 color)
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{
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return dot(color, Y);
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}
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float df(float A, float B)
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{
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return abs(A-B);
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}
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/*
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P1
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|P0|B |C |P1| C F4 |a0|b1|c2|d3|
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|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
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|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
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|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
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G H5
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P2
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*/
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float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1,
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float d2, float d3, float e1, float e2, float e3, float f2, float f3)
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{
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return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) +
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wp2*(df(d2,d3) + df(d0,d1)) +
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wp3*(df(d1,d3) + df(d0,d2)) +
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wp4* df(d1,d2) +
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wp5*(df(c0,c2) + df(e1,e3)) +
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wp6*(df(b0,b1) + df(f2,f3)));
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}
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float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2,
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float e3, float e4)
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{
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return (wp4*(df(i1,i2) + df(i3,i4)) +
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wp1*(df(i1,e1) + df(i2,e2) + df(i3,e3) + df(i4,e4)) +
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wp3*(df(i1,e2) + df(i3,e4) + df(e1,i2) + df(e3,i4)));
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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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void main()
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{
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vec3 P0 = texture(Source, t1.xy).xyz;
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vec3 P1 = texture(Source, t1.zy).xyz;
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vec3 P2 = texture(Source, t1.xw).xyz;
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vec3 P3 = texture(Source, t1.zw).xyz;
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vec3 B = texture(Source, t2.xy).xyz;
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vec3 C = texture(Source, t2.zy).xyz;
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vec3 H5 = texture(Source, t2.xw).xyz;
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vec3 I5 = texture(Source, t2.zw).xyz;
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vec3 D = texture(Source, t3.xy).xyz;
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vec3 F4 = texture(Source, t3.zy).xyz;
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vec3 G = texture(Source, t3.xw).xyz;
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vec3 I4 = texture(Source, t3.zw).xyz;
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vec3 E = texture(Source, t4.xy).xyz;
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vec3 F = texture(Source, t4.zy).xyz;
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vec3 H = texture(Source, t4.xw).xyz;
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vec3 I = texture(Source, t4.zw).xyz;
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float b = RGBtoYUV( B );
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float c = RGBtoYUV( C );
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float d = RGBtoYUV( D );
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float e = RGBtoYUV( E );
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float f = RGBtoYUV( F );
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float g = RGBtoYUV( G );
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float h = RGBtoYUV( H );
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float i = RGBtoYUV( I );
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float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 );
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float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 );
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float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 );
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float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 );
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/* Calc edgeness in diagonal directions. */
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float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) -
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d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 ));
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/* Calc edgeness in horizontal/vertical directions. */
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float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) -
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hv_wd(e, f, h, i, d, f4, g, i4));
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float limits = XBR_EDGE_STR + 0.000001;
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float edge_strength = smoothstep(0.0, limits, abs(d_edge));
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/* Filter weights. Two taps only. */
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vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1);
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vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2);
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/* Filtering and normalization in four direction generating four colors. */
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vec3 c1 = mat4x3( P2, H, F, P1 ) * w1;
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vec3 c2 = mat4x3( P0, E, I, P3 ) * w1;
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vec3 c3 = mat4x3(D+G, E+H, F+I, F4+I4) * w2;
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vec3 c4 = mat4x3(C+B, F+E, I+H, I5+H5) * w2;
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/* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */
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vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1 - edge_strength);
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/* Anti-ringing code. */
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vec3 min_sample = min4( E, F, H, I ) + (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
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vec3 max_sample = max4( E, F, H, I ) - (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
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color = clamp(color, min_sample, max_sample);
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FragColor = vec4(color, 1.0);
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}
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