mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
259ff81f4b
* Move initial batch of shaders and presets to smoothing subdirectory * Rename smoothing to edge enhancement * Move cubic and windowed into interpolation * Fix some presets * Fix rest of presets * Rename edge-enhancement to edge-smoothing * Move pixel art scalers into separate directory separate from 'interpolation' * Flatten interpolation/cubic into interpolation/
185 lines
5.4 KiB
Plaintext
185 lines
5.4 KiB
Plaintext
#version 450
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// OmniScale-Legacy
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// by Lior Halphon
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// ported to slang format by hunterk
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/*
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MIT License
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Copyright (c) 2015-2016 Lior Halphon
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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 all
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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 THE
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SOFTWARE.
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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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float quickDistance(vec4 a, vec4 b)
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{
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return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z);
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}
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#define uResolution params.OutputSize.xy
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#define textureDimensions params.SourceSize.xy
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vec4 omniScale(sampler2D image, vec2 texCoord)
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{
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vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
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vec4 q11 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y+0.001));
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vec4 q12 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y+0.001));
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vec4 q21 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y+0.001));
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vec4 q22 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y+0.001));
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vec2 pos = fract(pixel);
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/* Special handling for diaonals */
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bool hasDownDiagonal = false;
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bool hasUpDiagonal = false;
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if (q12 == q21 && q11 != q22) hasUpDiagonal = true;
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else if (q12 != q21 && q11 == q22) hasDownDiagonal = true;
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else if (q12 == q21 && q11 == q22) {
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if (q11 == q12) return q11;
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int diagonalBias = 0;
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for (float y = -1.0; y < 3.0; y++) {
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for (float x = -1.0; x < 3.0; x++) {
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vec4 color = texture(image, (pixel + vec2(x, y)) / textureDimensions);
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if (color == q11) diagonalBias++;
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if (color == q12) diagonalBias--;
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}
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}
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if (diagonalBias <= 0) {
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hasDownDiagonal = true;
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}
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if (diagonalBias >= 0) {
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hasUpDiagonal = true;
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}
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}
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if (hasUpDiagonal || hasDownDiagonal) {
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vec4 downDiagonalResult, upDiagonalResult;
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if (hasUpDiagonal) {
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float diagonalPos = pos.x + pos.y;
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if (diagonalPos < 0.5) {
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upDiagonalResult = q11;
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}
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else if (diagonalPos > 1.5) {
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upDiagonalResult = q22;
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}
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else {
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upDiagonalResult = q12;
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}
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}
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if (hasDownDiagonal) {
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float diagonalPos = 1.0 - pos.x + pos.y;
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if (diagonalPos < 0.5) {
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downDiagonalResult = q21;
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}
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else if (diagonalPos > 1.5) {
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downDiagonalResult = q12;
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}
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else {
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downDiagonalResult = q11;
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}
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}
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if (!hasUpDiagonal) return downDiagonalResult;
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if (!hasDownDiagonal) return upDiagonalResult;
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return mix(downDiagonalResult, upDiagonalResult, 0.5);
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}
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vec4 r1 = mix(q11, q21, fract(pos.x));
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vec4 r2 = mix(q12, q22, fract(pos.x));
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vec4 unquantized = mix(r1, r2, fract(pos.y));
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float q11d = quickDistance(unquantized, q11);
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float q21d = quickDistance(unquantized, q21);
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float q12d = quickDistance(unquantized, q12);
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float q22d = quickDistance(unquantized, q22);
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float best = min(q11d,
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min(q21d,
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min(q12d,
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q22d)));
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if (q11d == best) {
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return q11;
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}
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if (q21d == best) {
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return q21;
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}
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if (q12d == best) {
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return q12;
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}
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return q22;
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}
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vec4 scale(sampler2D tex, vec2 coord){
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vec2 texCoord = coord;
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vec2 pixel = vec2(1.0, 1.0) / uResolution;
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// 4-pixel super sampling
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vec4 q11 = omniScale(tex, texCoord + pixel * vec2(-0.25, -0.25));
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vec4 q21 = omniScale(tex, texCoord + pixel * vec2(+0.25, -0.25));
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vec4 q12 = omniScale(tex, texCoord + pixel * vec2(-0.25, +0.25));
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vec4 q22 = omniScale(tex, texCoord + pixel * vec2(+0.25, +0.25));
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return (q11 + q21 + q12 + q22) / 4.0;
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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 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 * 1.0001;
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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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void main()
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{
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FragColor = scale(Source, vTexCoord);
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}
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