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/
141 lines
3.1 KiB
Plaintext
141 lines
3.1 KiB
Plaintext
#version 450
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/*
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Spline16 - PassX - by Hyllian 2022
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Adapted from bicubic source shaders below.
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Spline36 math sources: https://www.panotools.org/dersch/interpolator/interpolator.html
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*/
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/*
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Copyright (C) 2010 Team XBMC
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http://www.xbmc.org
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Copyright (C) 2011 Stefanos A.
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http://www.opentk.com
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This Program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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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 XBMC; see the file COPYING. If not, write to
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the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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http://www.gnu.org/copyleft/gpl.html
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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 S16_ANTI_RINGING;
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} params;
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#pragma parameter S16_ANTI_RINGING "Spline16 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
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#define S16_ANTI_RINGING params.S16_ANTI_RINGING
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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 + vec2(0.0001, 0.0001);;
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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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float weight(float x)
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{
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x = abs(x);
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if (x < 1.0)
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{
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return
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(
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((x - 9.0 / 5.0) * x - 1.0 / 5.0 ) * x + 1.0
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);
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}
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else if ((x >= 1.0) && (x < 2.0))
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{
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return
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(
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(( -1.0 / 3.0 * (x - 1) + 4.0 / 5.0 ) * (x - 1) - 7.0 / 15.0 ) * (x - 1)
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);
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}
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else
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{
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return 0.0;
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}
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}
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vec4 weight4(float x)
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{
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return vec4(
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weight(x - 2.0),
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weight(x - 1.0),
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weight(x),
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weight(x + 1.0)
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);
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}
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void main()
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{
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vec2 ps = params.SourceSize.zw;
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vec2 pos = vTexCoord.xy + ps * vec2(0.5, 0.0);
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vec2 fp = fract(pos / ps);
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vec2 xystart = (-1.5 - fp) * ps + pos;
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float ypos = xystart.y + ps.y * 2.0;
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vec3 C0 = texture(Source, vec2(xystart.x , ypos)).rgb;
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vec3 C1 = texture(Source, vec2(xystart.x + ps.x , ypos)).rgb;
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vec3 C2 = texture(Source, vec2(xystart.x + ps.x * 2.0, ypos)).rgb;
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vec3 C3 = texture(Source, vec2(xystart.x + ps.x * 3.0, ypos)).rgb;
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vec4 w = weight4(1.0 - fp.x);
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float sum = dot( w, vec4(1));
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w /= sum;
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vec3 color = mat4x3( C0, C1, C2, C3 ) * w;
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// Anti-ringing
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if (S16_ANTI_RINGING == 1.0)
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{
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vec3 aux = color;
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vec3 min_sample = min(min(C0, C1), min(C2, C3));
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vec3 max_sample = max(max(C0, C1), max(C2, C3));
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3)));
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}
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FragColor = vec4(color, 1.0);
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}
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