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/
187 lines
5.9 KiB
Plaintext
187 lines
5.9 KiB
Plaintext
#version 450
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// AntiAliased Nearest Neighbor
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// by jimbo1qaz and wareya
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// Licensed MIT
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layout(push_constant) uniform Push
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{
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float NOGAMMA;
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float MASKING;
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float BILINEAR;
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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// set to true to interpolate in sRGB instead of a pseudo-perceptual colorspace
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#pragma parameter NOGAMMA "Interpolate in sRGB" 0.0 0.0 1.0 1.0
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// set to true to compensate for 8px overscan masking
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// Note: overscan compensation slightly alters (extremifies) the pixel aspect ratio of the game if said pixel aspect ratio is not exactly 1:1
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#pragma parameter MASKING "8px Overscan Masking" 0.0 0.0 1.0 1.0
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// Do bilinear filtering instead of anti-aliased nearest neighbor filtering (used for debugging color)
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#pragma parameter BILINEAR "Force Bilinear Filtering" 0.0 0.0 1.0 1.0
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// http://i.imgur.com/kzwZkVf.png
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#define NOT(fl) (1-fl)
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#define YES(fl) fl
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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;
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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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// http://entropymine.com/imageworsener/srgbformula/
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vec3 srgb2linear(vec3 srgb) {
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return vec3(
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srgb.r > 0.0404482362771082 ? pow(srgb.r*0.947867298578199 + 0.052132701421801, 2.4) : srgb.r*0.0773993808049536,
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srgb.g > 0.0404482362771082 ? pow(srgb.g*0.947867298578199 + 0.052132701421801, 2.4) : srgb.g*0.0773993808049536,
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srgb.b > 0.0404482362771082 ? pow(srgb.b*0.947867298578199 + 0.052132701421801, 2.4) : srgb.b*0.0773993808049536
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);
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}
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vec3 linear2srgb(vec3 linear) {
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return vec3(
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linear.x > 0.00313066844250063 ? pow(linear.x, 0.416666666666667)*1.055 - 0.055 : linear.x*12.92,
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linear.y > 0.00313066844250063 ? pow(linear.y, 0.416666666666667)*1.055 - 0.055 : linear.y*12.92,
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linear.z > 0.00313066844250063 ? pow(linear.z, 0.416666666666667)*1.055 - 0.055 : linear.z*12.92
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);
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}
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// https://www.w3.org/Graphics/Color/srgb22
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#define RS 0.2126
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#define GS 0.7152
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#define BS 0.0722
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vec3 rgb2vry(vec3 rgb) {
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if (params.NOGAMMA == 1.0)
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return rgb;
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// https://en.wikipedia.org/wiki/Opponent_process
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vec3 linear = srgb2linear(rgb);
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// https://en.wikipedia.org/wiki/Lightness#Relationship_between_lightness.2C_value.2C_and_relative_luminance
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// "scientists eventually converged on a roughly cube-root curve"
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// CIE does the same thing.
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vec3 vry = vec3(
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pow(linear.x*RS + linear.y*GS + linear.z*BS, 0.333333333333333),
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linear.x - linear.y,
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(linear.x + linear.y) * 0.5 - linear.z
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);
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return vry;
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}
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vec3 vry2rgb(vec3 vry) {
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if (params.NOGAMMA == 1.0)
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return vry;
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// Magic.
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float t = pow(vry.x, 3);
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vec3 rgb = vec3(
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t + vry.y*(GS + BS * 0.5) + vry.z*BS,
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t - vry.y*(RS + BS * 0.5) + vry.z*BS,
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t + vry.y*(GS * 0.5 - RS * 0.5) - vry.z*(RS+GS)
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);
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return linear2srgb(rgb);
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}
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vec3 vry_interp(vec3 first, vec3 second, float frac) {
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if (params.NOGAMMA == 1.0)
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return first*NOT(frac) + second*YES(frac);
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// Because the chroma values were generated on linear light, but the luma must be interpolated in perceptual gamma (3)
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// it can cause out-of-gamut oversaturated values, since the chroma field is not a fixed size as luma values change.
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// To compensate, we can "pull" the chroma interpolation path in the opposite way the luma path is curved.
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float new_luma = first.x*NOT(frac) + second.x*YES(frac);
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float linear_span = pow(second.x, 3) - pow(first.x, 3);
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if (linear_span == 0)
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linear_span = 1;
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float luma_fraction = (pow(new_luma, 3) - pow(first.x, 3)) / linear_span;
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return vec3(new_luma,
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first.y*NOT(luma_fraction) + second.y*YES(luma_fraction),
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first.z*NOT(luma_fraction) + second.z*YES(luma_fraction)
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);
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}
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vec3 percent(float ssize, float tsize, float coord) {
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if (params.BILINEAR == 1.0)
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tsize = ssize;
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float minfull = (coord*tsize - 0.5)/tsize*ssize;
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float maxfull = (coord*tsize + 0.5)/tsize*ssize;
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float realfull = floor(maxfull);
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if (minfull > realfull) {
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return vec3(1, (realfull + 0.5)/ssize, (realfull + 0.5)/ssize);
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}
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return vec3(
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(maxfull - realfull) / (maxfull - minfull),
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(realfull - 0.5) / ssize,
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(realfull + 0.5) / ssize
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);
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}
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void main() {
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vec2 viewportSize = global.OutputSize.xy;
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vec2 gameCoord = vTexCoord;
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if (params.MASKING == 1.0) {
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float hscale = viewportSize.x/global.SourceSize.x;
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float vscale = viewportSize.y/global.SourceSize.y;
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viewportSize.x += hscale*16;
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viewportSize.y += vscale*16;
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gameCoord.x = (8 + gameCoord.x*global.SourceSize.x)/(global.SourceSize.x + 16);
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gameCoord.y = (8 + gameCoord.y*global.SourceSize.y)/(global.SourceSize.y + 16);
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}
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vec3 xstuff = percent(global.SourceSize.x, viewportSize.x, gameCoord.x);
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vec3 ystuff = percent(global.SourceSize.y, viewportSize.y, gameCoord.y);
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float xkeep = xstuff[0];
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float ykeep = ystuff[0];
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// get points to interpoflate across in pseudo-perceptual colorspace
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vec3 a = rgb2vry(texture(Source, vec2(xstuff[1], ystuff[1])).rgb);
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vec3 b = rgb2vry(texture(Source, vec2(xstuff[2], ystuff[1])).rgb);
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vec3 c = rgb2vry(texture(Source, vec2(xstuff[1], ystuff[2])).rgb);
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vec3 d = rgb2vry(texture(Source, vec2(xstuff[2], ystuff[2])).rgb);
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// interpolate
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vec3 x1 = vry_interp(a, b, xkeep);
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vec3 x2 = vry_interp(c, d, xkeep);
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vec3 result = vry_interp(x1, x2, ykeep);
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// convert back to sRGB and return
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FragColor = vec4(vry2rgb(result), 1);
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}
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