mirror of
https://github.com/italicsjenga/slang-shaders.git
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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/
326 lines
13 KiB
Plaintext
326 lines
13 KiB
Plaintext
#version 450
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/*
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Hyllian's xBR-lv2 Shader
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to permit
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persons to whom the Software is furnished to do so, subject to the
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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
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THE 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
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
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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 XBR_Y_WEIGHT;
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float XBR_EQ_THRESHOLD;
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float XBR_LV1_COEFFICIENT;
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float XBR_LV2_COEFFICIENT;
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float XBR_RES;
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float XBR_SCALE;
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float XBR_TEX;
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} params;
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#pragma parameter XBR_Y_WEIGHT "Y Weight" 48.0 0.0 100.0 1.0
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#pragma parameter XBR_EQ_THRESHOLD "Eq Threshold" 15.0 0.0 50.0 1.0
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#pragma parameter XBR_LV1_COEFFICIENT "Lv1 Coefficient" 0.5 0.0 30.0 0.5
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#pragma parameter XBR_LV2_COEFFICIENT "Lv2 Coefficient" 2.0 1.0 3.0 0.1
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#pragma parameter XBR_RES "Internal Res Multiplier" 2.0 1.0 8.0 1.0
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#pragma parameter XBR_SCALE "xBR Scale" 3.0 1.0 5.0 1.0
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#pragma parameter XBR_TEX "Reduce Artifact" 0.25 0.25 0.49 0.01
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#define XBR_Y_WEIGHT params.XBR_Y_WEIGHT
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#define XBR_EQ_THRESHOLD params.XBR_EQ_THRESHOLD
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#define XBR_LV1_COEFFICIENT params.XBR_LV1_COEFFICIENT
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#define XBR_LV2_COEFFICIENT params.XBR_LV2_COEFFICIENT
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#define XBR_RES params.XBR_RES
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#define XBR_SCALE params.XBR_SCALE
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#define XBR_TEX params.XBR_TEX
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#define mul(a,b) (b*a)
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#define saturate(c) clamp(c, 0.0, 1.0)
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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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// Uncomment just one of the three params below to choose the corner detection
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//#define CORNER_A
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//#define CORNER_B
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#define CORNER_C
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//#define CORNER_D
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#ifndef CORNER_A
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#define SMOOTH_TIPS
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#endif
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#define lv2_cf XBR_LV2_COEFFICIENT
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const float coef = 2.0;
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const vec3 rgbw = vec3(14.352, 28.176, 5.472);
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const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
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vec4 delta = vec4(1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE);
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vec4 delta_l = vec4(0.5/XBR_SCALE, 1.0/XBR_SCALE, 0.5/XBR_SCALE, 1.0/XBR_SCALE);
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vec4 delta_u = delta_l.yxwz;
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const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
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const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
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const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
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const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
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const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
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const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
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const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
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const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
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// Difference between vector components.
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vec4 df(vec4 A, vec4 B)
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{
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return vec4(abs(A-B));
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}
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// Determine if two vector components are equal based on a threshold.
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bvec4 eq(vec4 A, vec4 B)
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{
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return (lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD)));
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}
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vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
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{
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return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
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}
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float c_df(vec3 c1, vec3 c2)
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{
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vec3 df = abs(c1 - c2);
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return df.r + df.g + df.b;
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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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layout(location = 1) out vec4 t1;
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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 = XBR_RES/params.SourceSize.xy;
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float dx = ps.x;
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float dy = ps.y;
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t1 = vec4( dx, 0, 0, dy); // F H
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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 = 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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bvec4 edri, edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
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bvec4 interp_restriction_lv0, interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up, block_3d, block_3d_left, block_3d_up;
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vec4 fx, fx_left, fx_up; // inequations of straight lines.
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vec4 delta = vec4(1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE);
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vec4 deltaL = vec4(0.5/XBR_SCALE, 1.0/XBR_SCALE, 0.5/XBR_SCALE, 1.0/XBR_SCALE);
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vec4 deltaU = deltaL.yxwz;
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vec2 fp = fract(vTexCoord*params.SourceSize.xy/XBR_RES);
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vec2 tex = (floor(vTexCoord*params.SourceSize.xy/XBR_RES) + vec2(0.5, 0.5))*XBR_RES/params.SourceSize.xy;
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vec2 dx = t1.xy;
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vec2 dy = t1.zw;
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vec3 A = texture(Source, vTexCoord -dx -dy).xyz;
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vec3 B = texture(Source, vTexCoord -dy).xyz;
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vec3 C = texture(Source, vTexCoord +dx -dy).xyz;
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vec3 D = texture(Source, vTexCoord -dx ).xyz;
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vec3 E = texture(Source, vTexCoord ).xyz;
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vec3 F = texture(Source, vTexCoord +dx ).xyz;
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vec3 G = texture(Source, vTexCoord -dx +dy).xyz;
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vec3 H = texture(Source, vTexCoord +dy).xyz;
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vec3 I = texture(Source, vTexCoord +dx +dy).xyz;
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vec3 A1 = texture(Source, vTexCoord -dx -2.0*dy).xyz;
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vec3 B1 = texture(Source, vTexCoord -2.0*dy).xyz;
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vec3 C1 = texture(Source, vTexCoord +dx -2.0*dy).xyz;
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vec3 G5 = texture(Source, vTexCoord -dx +2.0*dy).xyz;
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vec3 H5 = texture(Source, vTexCoord +2.0*dy).xyz;
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vec3 I5 = texture(Source, vTexCoord +dx +2.0*dy).xyz;
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vec3 A0 = texture(Source, vTexCoord -2.0*dx -dy).xyz;
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vec3 D0 = texture(Source, vTexCoord -2.0*dx ).xyz;
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vec3 G0 = texture(Source, vTexCoord -2.0*dx +dy).xyz;
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vec3 C4 = texture(Source, vTexCoord +2.0*dx -dy).xyz;
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vec3 F4 = texture(Source, vTexCoord +2.0*dx ).xyz;
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vec3 I4 = texture(Source, vTexCoord +2.0*dx +dy).xyz;
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vec3 F6 = texture(Source, tex +dx+XBR_TEX*dx+XBR_TEX*dy).xyz;
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vec3 F7 = texture(Source, tex +dx+XBR_TEX*dx-XBR_TEX*dy).xyz;
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vec3 F8 = texture(Source, tex +dx-XBR_TEX*dx-XBR_TEX*dy).xyz;
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vec3 F9 = texture(Source, tex +dx-XBR_TEX*dx+XBR_TEX*dy).xyz;
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vec3 B6 = texture(Source, tex +XBR_TEX*dx+XBR_TEX*dy-dy).xyz;
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vec3 B7 = texture(Source, tex +XBR_TEX*dx-XBR_TEX*dy-dy).xyz;
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vec3 B8 = texture(Source, tex -XBR_TEX*dx-XBR_TEX*dy-dy).xyz;
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vec3 B9 = texture(Source, tex -XBR_TEX*dx+XBR_TEX*dy-dy).xyz;
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vec3 D6 = texture(Source, tex -dx+XBR_TEX*dx+XBR_TEX*dy).xyz;
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vec3 D7 = texture(Source, tex -dx+XBR_TEX*dx-XBR_TEX*dy).xyz;
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vec3 D8 = texture(Source, tex -dx-XBR_TEX*dx-XBR_TEX*dy).xyz;
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vec3 D9 = texture(Source, tex -dx-XBR_TEX*dx+XBR_TEX*dy).xyz;
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vec3 H6 = texture(Source, tex +XBR_TEX*dx+XBR_TEX*dy+dy).xyz;
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vec3 H7 = texture(Source, tex +XBR_TEX*dx-XBR_TEX*dy+dy).xyz;
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vec3 H8 = texture(Source, tex -XBR_TEX*dx-XBR_TEX*dy+dy).xyz;
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vec3 H9 = texture(Source, tex -XBR_TEX*dx+XBR_TEX*dy+dy).xyz;
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float y_weight = XBR_Y_WEIGHT;
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vec4 b = mul( mat4x3(B, D, H, F), y_weight*Y );
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vec4 c = mul( mat4x3(C, A, G, I), y_weight*Y );
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vec4 e = mul( mat4x3(E, E, E, E), y_weight*Y );
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vec4 d = b.yzwx;
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vec4 f = b.wxyz;
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vec4 g = c.zwxy;
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vec4 h = b.zwxy;
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vec4 i = c.wxyz;
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vec4 i4 = mul( mat4x3(I4, C1, A0, G5), y_weight*Y );
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vec4 i5 = mul( mat4x3(I5, C4, A1, G0), y_weight*Y );
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vec4 h5 = mul( mat4x3(H5, F4, B1, D0), y_weight*Y );
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vec4 f4 = h5.yzwx;
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vec4 f0 = mul( mat4x3(F6, B6, D6, H6), y_weight*Y );
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vec4 f1 = mul( mat4x3(F7, B7, D7, H7), y_weight*Y );
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vec4 f2 = mul( mat4x3(F8, B8, D8, H8), y_weight*Y );
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vec4 f3 = mul( mat4x3(F9, B9, D9, H9), y_weight*Y );
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vec4 h0 = f0.wxyz;
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vec4 h1 = f1.wxyz;
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vec4 h2 = f2.wxyz;
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vec4 h3 = f3.wxyz;
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// These inequations define the line below which interpolation occurs.
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fx = (Ao*fp.y+Bo*fp.x);
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fx_left = (Ax*fp.y+Bx*fp.x);
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fx_up = (Ay*fp.y+By*fp.x);
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block_3d.x = ((f0.x==f1.x && f1.x==f2.x && f2.x==f3.x) && (h0.x==h1.x && h1.x==h2.x && h2.x==h3.x));
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block_3d.y = ((f0.y==f1.y && f1.y==f2.y && f2.y==f3.y) && (h0.y==h1.y && h1.y==h2.y && h2.y==h3.y));
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block_3d.z = ((f0.z==f1.z && f1.z==f2.z && f2.z==f3.z) && (h0.z==h1.z && h1.z==h2.z && h2.z==h3.z));
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block_3d.w = ((f0.w==f1.w && f1.w==f2.w && f2.w==f3.w) && (h0.w==h1.w && h1.w==h2.w && h2.w==h3.w));
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interp_restriction_lv1.x = interp_restriction_lv0.x = ((e.x!=f.x) && (e.x!=h.x) && block_3d.x);
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interp_restriction_lv1.y = interp_restriction_lv0.y = ((e.y!=f.y) && (e.y!=h.y) && block_3d.y);
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interp_restriction_lv1.z = interp_restriction_lv0.z = ((e.z!=f.z) && (e.z!=h.z) && block_3d.z);
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interp_restriction_lv1.w = interp_restriction_lv0.w = ((e.w!=f.w) && (e.w!=h.w) && block_3d.w);
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#ifdef CORNER_B
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interp_restriction_lv1 = (interp_restriction_lv0 && ( !eq(f,b) && !eq(h,d) || eq(e,i) && !eq(f,i4) && !eq(h,i5) || eq(e,g) || eq(e,c) ) );
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#endif
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#ifdef CORNER_D
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vec4 c1 = i4.yzwx;
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vec4 g0 = i5.wxyz;
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interp_restriction_lv1 = (interp_restriction_lv0 && ( !eq(f,b) && !eq(h,d) || eq(e,i) && !eq(f,i4) && !eq(h,i5) || eq(e,g) || eq(e,c) ) && (f!=f4 && f!=i || h!=h5 && h!=i || h!=g || f!=c || eq(b,c1) && eq(d,g0)));
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#endif
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#ifdef CORNER_C
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interp_restriction_lv1.x = (interp_restriction_lv0.x && ( !eq(f,b).x && !eq(f,c).x || !eq(h,d).x && !eq(h,g).x || eq(e,i).x && (!eq(f,f4).x && !eq(f,i4).x || !eq(h,h5).x && !eq(h,i5).x) || eq(e,g).x || eq(e,c).x) );
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interp_restriction_lv1.y = (interp_restriction_lv0.y && ( !eq(f,b).y && !eq(f,c).y || !eq(h,d).y && !eq(h,g).y || eq(e,i).y && (!eq(f,f4).y && !eq(f,i4).y || !eq(h,h5).y && !eq(h,i5).y) || eq(e,g).y || eq(e,c).y) );
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interp_restriction_lv1.z = (interp_restriction_lv0.z && ( !eq(f,b).z && !eq(f,c).z || !eq(h,d).z && !eq(h,g).z || eq(e,i).z && (!eq(f,f4).z && !eq(f,i4).z || !eq(h,h5).z && !eq(h,i5).z) || eq(e,g).z || eq(e,c).z) );
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interp_restriction_lv1.w = (interp_restriction_lv0.w && ( !eq(f,b).w && !eq(f,c).w || !eq(h,d).w && !eq(h,g).w || eq(e,i).w && (!eq(f,f4).w && !eq(f,i4).w || !eq(h,h5).w && !eq(h,i5).w) || eq(e,g).w || eq(e,c).w) );
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#endif
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interp_restriction_lv2_left.x = ((e.x!=g.x) && (d.x!=g.x));
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interp_restriction_lv2_left.y = ((e.y!=g.y) && (d.y!=g.y));
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interp_restriction_lv2_left.z = ((e.z!=g.z) && (d.z!=g.z));
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interp_restriction_lv2_left.w = ((e.w!=g.w) && (d.w!=g.w));
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interp_restriction_lv2_up.x = ((e.x!=c.x) && (b.x!=c.x));
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interp_restriction_lv2_up.y = ((e.y!=c.y) && (b.y!=c.y));
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interp_restriction_lv2_up.z = ((e.z!=c.z) && (b.z!=c.z));
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interp_restriction_lv2_up.w = ((e.w!=c.w) && (b.w!=c.w));
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vec4 fx45i = saturate((fx + delta -Co - Ci)/(2*delta ));
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vec4 fx45 = saturate((fx + delta -Co )/(2*delta ));
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vec4 fx30 = saturate((fx_left + deltaL -Cx )/(2*deltaL));
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vec4 fx60 = saturate((fx_up + deltaU -Cy )/(2*deltaU));
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vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
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vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
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edri.x = (wd1.x <= wd2.x) && interp_restriction_lv0.x;
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edri.y = (wd1.y <= wd2.y) && interp_restriction_lv0.y;
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edri.z = (wd1.z <= wd2.z) && interp_restriction_lv0.z;
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edri.w = (wd1.w <= wd2.w) && interp_restriction_lv0.w;
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edr.x = (wd1.x < wd2.x) && interp_restriction_lv1.x;
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edr.y = (wd1.y < wd2.y) && interp_restriction_lv1.y;
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edr.z = (wd1.z < wd2.z) && interp_restriction_lv1.z;
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edr.w = (wd1.w < wd2.w) && interp_restriction_lv1.w;
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edr_left.x = ((XBR_LV2_COEFFICIENT*df(f,g).x) <= df(h,c).x) && interp_restriction_lv2_left.x && edr.x;
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edr_left.y = ((XBR_LV2_COEFFICIENT*df(f,g).y) <= df(h,c).y) && interp_restriction_lv2_left.y && edr.y;
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edr_left.z = ((XBR_LV2_COEFFICIENT*df(f,g).z) <= df(h,c).z) && interp_restriction_lv2_left.z && edr.z;
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edr_left.w = ((XBR_LV2_COEFFICIENT*df(f,g).w) <= df(h,c).w) && interp_restriction_lv2_left.w && edr.w;
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edr_up.x = (df(f,g).x >= (XBR_LV2_COEFFICIENT*df(h,c).x)) && interp_restriction_lv2_up.x && edr.x;
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edr_up.y = (df(f,g).y >= (XBR_LV2_COEFFICIENT*df(h,c).y)) && interp_restriction_lv2_up.y && edr.y;
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edr_up.z = (df(f,g).z >= (XBR_LV2_COEFFICIENT*df(h,c).z)) && interp_restriction_lv2_up.z && edr.z;
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edr_up.w = (df(f,g).w >= (XBR_LV2_COEFFICIENT*df(h,c).w)) && interp_restriction_lv2_up.w && edr.w;
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fx45 = vec4(edr)*fx45;
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fx30 = vec4(edr_left)*fx30;
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fx60 = vec4(edr_up)*fx60;
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fx45i = vec4(edri)*fx45i;
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px.x = (df(e,f3).x <= df(e,h1).x);
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px.y = (df(e,f3).y <= df(e,h1).y);
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px.z = (df(e,f3).z <= df(e,h1).z);
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px.w = (df(e,f3).w <= df(e,h1).w);
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#ifdef SMOOTH_TIPS
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vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));
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#else
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vec4 maximos = max(max(fx30, fx60), fx45);
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#endif
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vec3 res1 = E;
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res1 = mix(res1, mix(H, F, float(px.x)), maximos.x);
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res1 = mix(res1, mix(B, D, float(px.z)), maximos.z);
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vec3 res2 = E;
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res2 = mix(res2, mix(F, B, float(px.y)), maximos.y);
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res2 = mix(res2, mix(D, H, float(px.w)), maximos.w);
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vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2)));
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FragColor = vec4(res, 1.0);
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}
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