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/
305 lines
10 KiB
Plaintext
305 lines
10 KiB
Plaintext
#version 450
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/*
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Hyllian's xBR MultiLevel4 Shader - Pass2
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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 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(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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// compatibility macros
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#define mul(a,b) (b*a)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float3x3 mat3x3
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#define float4x3 mat4x3
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#define texture_size params.SourceSize
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#define video_size param.SourceSize
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#define output_size params.OutputSize
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#define round(X) floor((X)+0.5)
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const float cf2 = 2.0;
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const float cf3 = 4.0;
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const float cf4 = 4.0;
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const float4 eq_threshold = float4(15.0, 15.0, 15.0, 15.0);
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const float4 eq_threshold2 = float4( 5.0, 5.0, 5.0, 5.0);
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const float4 eq_threshold3 = float4(25.0, 25.0, 25.0, 25.0);
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const float y_weight = 48.0;
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const float u_weight = 7.0;
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const float v_weight = 6.0;
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const float3x3 yuv = float3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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const float3x3 yuv_weighted = float3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
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const float4 maximo = float4(255.0, 255.0, 255.0, 255.0);
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float4 df(float4 A, float4 B)
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{
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return float4(abs(A-B));
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}
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bool4 rd(float4 A, float4 B, float4 C, float4 D)
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{
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return greaterThan((df(C,D)/(df(A,B)+0.000000001)) , vec4(2.,2.,2.,2.));
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}
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bool4 id(float4 A, float4 B, float4 C, float4 D)
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{
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return greaterThan(df(C,D) , df(A,B));
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}
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float4 remapTo01(float4 v, float4 high)
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{
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return (v/high);
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}
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float4 remapFrom01(float4 v, float4 high)
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{
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return round(high*v);
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}
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bool4 eq(float4 A, float4 B)
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{
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return lessThan(df(A, B) , eq_threshold);
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}
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bool4 eq2(float4 A, float4 B)
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{
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return lessThan(df(A, B) , eq_threshold2);
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}
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bool4 eq3(float4 A, float4 B)
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{
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return lessThan(df(A, B) , eq_threshold3);
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}
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float4 weighted_distance(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 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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#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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layout(location = 5) out vec4 t5;
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layout(location = 6) out vec4 t6;
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layout(location = 7) out vec4 t7;
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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 * 1.0004;
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float2 ps = float2(1.0/texture_size.x, 1.0/texture_size.y);
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float dx = ps.x;
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float dy = ps.y;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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t1 = vTexCoord.xxxy + float4( -dx, 0., dx,-2.0*dy); // A1 B1 C1
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t2 = vTexCoord.xxxy + float4( -dx, 0., dx, -dy); // A B C
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t3 = vTexCoord.xxxy + float4( -dx, 0., dx, 0.); // D E F
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t4 = vTexCoord.xxxy + float4( -dx, 0., dx, dy); // G H I
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t5 = vTexCoord.xxxy + float4( -dx, 0., dx, 2.0*dy); // G5 H5 I5
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t6 = vTexCoord.xyyy + float4(-2.0*dx,-dy, 0., dy); // A0 D0 G0
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t7 = vTexCoord.xyyy + float4( 2.0*dx,-dy, 0., dy); // C4 F4 I4
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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 = 5) in vec4 t5;
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layout(location = 6) in vec4 t6;
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layout(location = 7) in vec4 t7;
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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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layout(set = 0, binding = 3) uniform sampler2D REF;
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void main()
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{
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vec4 PA = texture(Source, t2.xw);
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vec4 PB = texture(Source, t2.yw);
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vec4 PC = texture(Source, t2.zw);
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vec4 PD = texture(Source, t3.xw);
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vec4 PE = texture(Source, t3.yw);
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vec4 PF = texture(Source, t3.zw);
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vec4 PG = texture(Source, t4.xw);
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vec4 PH = texture(Source, t4.yw);
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vec4 PI = texture(Source, t4.zw);
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vec3 A1 = texture(REF, t1.xw).rgb;
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vec3 B1 = texture(REF, t1.yw).rgb;
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vec3 C1 = texture(REF, t1.zw).rgb;
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vec3 A = texture(REF, t2.xw).rgb;
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vec3 B = texture(REF, t2.yw).rgb;
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vec3 C = texture(REF, t2.zw).rgb;
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vec3 D = texture(REF, t3.xw).rgb;
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vec3 E = texture(REF, t3.yw).rgb;
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vec3 F = texture(REF, t3.zw).rgb;
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vec3 G = texture(REF, t4.xw).rgb;
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vec3 H = texture(REF, t4.yw).rgb;
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vec3 I = texture(REF, t4.zw).rgb;
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vec3 G5 = texture(REF, t5.xw).rgb;
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vec3 H5 = texture(REF, t5.yw).rgb;
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vec3 I5 = texture(REF, t5.zw).rgb;
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vec3 A0 = texture(REF, t6.xy).rgb;
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vec3 D0 = texture(REF, t6.xz).rgb;
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vec3 G0 = texture(REF, t6.xw).rgb;
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vec3 C4 = texture(REF, t7.xy).rgb;
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vec3 F4 = texture(REF, t7.xz).rgb;
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vec3 I4 = texture(REF, t7.xw).rgb;
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float4 b = mul( float4x3(B, D, H, F), yuv_weighted[0] );
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float4 c = mul( float4x3(C, A, G, I), yuv_weighted[0] );
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float4 e = mul( float4x3(E, E, E, E), yuv_weighted[0] );
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float4 d = b.yzwx;
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float4 f = b.wxyz;
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float4 g = c.zwxy;
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float4 h = b.zwxy;
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float4 i = c.wxyz;
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float4 i4 = mul( float4x3(I4, C1, A0, G5), yuv_weighted[0] );
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float4 i5 = mul( float4x3(I5, C4, A1, G0), yuv_weighted[0] );
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float4 h5 = mul( float4x3(H5, F4, B1, D0), yuv_weighted[0] );
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float4 f4 = h5.yzwx;
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float4 pe = remapFrom01(PE, maximo);
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float4 pf = remapFrom01(PF, maximo);
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float4 ph = remapFrom01(PH, maximo);
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float4 pb = remapFrom01(PB, maximo);
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float4 pd = remapFrom01(PD, maximo);
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float4 f2 = float4(pf.z, pb.w, pd.x, ph.y);
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float4 h2 = float4(ph.z, pf.w, pb.x, pd.y);
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float4 f1 = float4(pf.y, pb.z, pd.w, ph.x);
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float4 h3 = float4(ph.w, pf.x, pb.y, pd.z);
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bool4 nbrs;
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// bool4 nbrs = ((pe.yzwx > 1.0) || (pe.wxyz > 1.0)) ? bool4(true) : bool4(false);
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nbrs.x = ((pe.y > 1.0) || (pe.w > 1.0));
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nbrs.y = ((pe.z > 1.0) || (pe.x > 1.0));
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nbrs.z = ((pe.w > 1.0) || (pe.y > 1.0));
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nbrs.w = ((pe.x > 1.0) || (pe.z > 1.0));
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bool4 jag1;
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// bool4 jag1 = ((f2 > 1.0) || (h2 > 1.0)) ? bool4(true) : bool4(false);
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jag1.x = ((f2.x > 1.0) || (h2.x > 1.0));
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jag1.y = ((f2.y > 1.0) || (h2.y > 1.0));
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jag1.z = ((f2.z > 1.0) || (h2.z > 1.0));
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jag1.w = ((f2.w > 1.0) || (h2.w > 1.0));
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bool4 jag2;
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// bool4 jag2 = ((f2 > 2.0) || (h2 > 2.0)) ? bool4(true) : bool4(false);
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jag2.x = ((f2.x > 2.0) || (h2.x > 2.0));
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jag2.y = ((f2.y > 2.0) || (h2.y > 2.0));
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jag2.z = ((f2.z > 2.0) || (h2.z > 2.0));
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jag2.w = ((f2.w > 2.0) || (h2.w > 2.0));
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bool4 jag3;
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// bool4 jag3 = ((f2 > 4.0) || (h2 > 4.0)) ? bool4(true) : bool4(false);
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jag3.x = ((f2.x > 4.0) || (h2.x > 4.0));
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jag3.y = ((f2.y > 4.0) || (h2.y > 4.0));
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jag3.z = ((f2.z > 4.0) || (h2.z > 4.0));
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jag3.w = ((f2.w > 4.0) || (h2.w > 4.0));
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// pe = (pe == 7.0 || pe == 8.0) ? ((jag3 ) ? pe : (pe - float(2.0))) : pe;
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pe.x = (pe.x == 7.0 || pe.x == 8.0) ? ((jag3.x) ? pe.x : (pe.x - float(2.0))) : pe.x;
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pe.y = (pe.y == 7.0 || pe.y == 8.0) ? ((jag3.y) ? pe.y : (pe.y - float(2.0))) : pe.y;
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pe.z = (pe.z == 7.0 || pe.z == 8.0) ? ((jag3.z) ? pe.z : (pe.z - float(2.0))) : pe.z;
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pe.w = (pe.w == 7.0 || pe.w == 8.0) ? ((jag3.w) ? pe.w : (pe.w - float(2.0))) : pe.w;
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// pe = (pe == 5.0 || pe == 6.0) ? ((jag2 ) ? pe : (pe - float(2.0))) : pe;
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pe.x = (pe.x == 5.0 || pe.x == 6.0) ? ((jag2.x) ? pe.x : (pe.x - float(2.0))) : pe.x;
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pe.y = (pe.y == 5.0 || pe.y == 6.0) ? ((jag2.y) ? pe.y : (pe.y - float(2.0))) : pe.y;
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pe.z = (pe.z == 5.0 || pe.z == 6.0) ? ((jag2.z) ? pe.z : (pe.z - float(2.0))) : pe.z;
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pe.w = (pe.w == 5.0 || pe.w == 6.0) ? ((jag2.w) ? pe.w : (pe.w - float(2.0))) : pe.w;
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bool4 jag91;
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// bool4 jag91 = ((id(h,i,e,h) || id(i4,i,f4,i4) ) && (f2 > 1.0) && (f1 > 1.0));
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jag91.x = ((id(h,i,e,h).x || id(i4,i,f4,i4).x) && (f2.x > 1.0) && (f1.x > 1.0));
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jag91.y = ((id(h,i,e,h).y || id(i4,i,f4,i4).y) && (f2.y > 1.0) && (f1.y > 1.0));
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jag91.z = ((id(h,i,e,h).z || id(i4,i,f4,i4).z) && (f2.z > 1.0) && (f1.z > 1.0));
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jag91.w = ((id(h,i,e,h).w || id(i4,i,f4,i4).w) && (f2.w > 1.0) && (f1.w > 1.0));
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bool4 jag92;
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// bool4 jag92 = ((id(f,i,e,f) || id(i5,i,h5,i5) ) && (h2 > 1.0) && (h3 > 1.0));
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jag92.x = ((id(f,i,e,f).x || id(i5,i,h5,i5).x) && (h2.x > 1.0) && (h3.x > 1.0));
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jag92.y = ((id(f,i,e,f).y || id(i5,i,h5,i5).y) && (h2.y > 1.0) && (h3.y > 1.0));
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jag92.z = ((id(f,i,e,f).z || id(i5,i,h5,i5).z) && (h2.z > 1.0) && (h3.z > 1.0));
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jag92.w = ((id(f,i,e,f).w || id(i5,i,h5,i5).w) && (h2.w > 1.0) && (h3.w > 1.0));
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bvec4 jag93 = ( rd(h,g,e,g));
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bvec4 jag94 = ( rd(f,c,e,c));
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bool4 jag9;
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// bool4 jag9 = (!(jag91 && jag93 || jag92 && jag94 ));
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jag9.x = (!(jag91.x && jag93.x || jag92.x && jag94.x));
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jag9.y = (!(jag91.y && jag93.y || jag92.y && jag94.y));
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jag9.z = (!(jag91.z && jag93.z || jag92.z && jag94.z));
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jag9.w = (!(jag91.w && jag93.w || jag92.w && jag94.w));
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// pe = ((pe == 0.0) || (!nbrs || jag1 ) && jag9 ) ? pe : float4(1.0);
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pe.x = ((pe.x == 0.0) || (!nbrs.x || jag1.x) && jag9.x) ? pe.x : float(1.0);
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pe.y = ((pe.y == 0.0) || (!nbrs.y || jag1.y) && jag9.y) ? pe.y : float(1.0);
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pe.z = ((pe.z == 0.0) || (!nbrs.z || jag1.z) && jag9.z) ? pe.z : float(1.0);
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pe.w = ((pe.w == 0.0) || (!nbrs.w || jag1.w) && jag9.w) ? pe.w : float(1.0);
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FragColor = vec4(remapTo01(pe, maximo));
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}
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