mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
171 lines
5 KiB
Plaintext
171 lines
5 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
NEDI Shader - pass2
|
|
|
|
// This file is a part of MPDN Extensions.
|
|
// https://github.com/zachsaw/MPDN_Extensions
|
|
//
|
|
// This library is free software; you can redistribute it and/or
|
|
// modify it under the terms of the GNU Lesser General Public
|
|
// License as published by the Free Software Foundation; either
|
|
// version 3.0 of the License, or (at your option) any later version.
|
|
//
|
|
// This library is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
// Lesser General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Lesser General Public
|
|
// License along with this library.
|
|
//
|
|
|
|
Sources ported from this discussion thread:
|
|
|
|
http://forum.doom9.org/showthread.php?t=170727
|
|
|
|
Ported by Hyllian - 2015.
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#define saturate(c) clamp(c, 0.0, 1.0)
|
|
#define lerp(c) mix(c)
|
|
#define mul(a,b) (b*a)
|
|
#define fmod(c) mod(c)
|
|
#define frac(c) fract(c)
|
|
#define tex2D(c,d) texture(c,d)
|
|
#define float2 vec2
|
|
#define float3 vec3
|
|
#define float4 vec4
|
|
#define int2 ivec2
|
|
#define int3 ivec3
|
|
#define int4 ivec4
|
|
#define bool2 bvec2
|
|
#define bool3 bvec3
|
|
#define bool4 bvec4
|
|
#define float2x2 mat2x2
|
|
#define float2x3 mat2x3
|
|
#define float3x3 mat3x3
|
|
#define float4x4 mat4x4
|
|
#define float4x2 mat4x2
|
|
|
|
#define s0 Source
|
|
|
|
#define NEDI_WEIGHT3 2.0
|
|
#define NEDI_N3 24.0
|
|
#define NEDI_E3 0.0
|
|
|
|
#define ITERATIONS 3
|
|
#define WGT NEDI_WEIGHT3
|
|
|
|
#define width (params.SourceSize.x)
|
|
#define height (params.SourceSize.y)
|
|
|
|
#define px (0.49999 * (params.SourceSize.z))
|
|
#define py (0.49999 * (params.SourceSize.w))
|
|
|
|
#define offset 0.0
|
|
|
|
#define Value(xy) (tex2D(s0,tex+float2(px,py)*(xy)).rgb)//-float4(0,0.5,0.5,0))
|
|
|
|
#define Get(xy) (dot(Value(xy),float3(0.299,0.587,0.114))+offset)
|
|
#define Get4(xy) (float2(Get(xy+WGT*dir[0])+Get(xy+WGT*dir[1]),Get(xy+WGT*dir[2])+Get(xy+WGT*dir[3])))
|
|
|
|
#define sqr(x) (dot(x,x))
|
|
#define I (float2x2(1,0,0,1))
|
|
|
|
//Cramer's method
|
|
float2 solve(float2x2 A,float2 b) { return float2(determinant(float2x2(b,A[1])),determinant(float2x2(A[0],b)))/determinant(A); }
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord * 1.00001;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
float2 tex = vTexCoord - float2(0.4999,0.4999)/params.SourceSize.xy;
|
|
|
|
/*
|
|
wind[1] wind[2]
|
|
-3
|
|
-2 dir wind[0] 2 1
|
|
-1 4 4 4 4
|
|
0 1 2 1 2
|
|
1 3 3 3 3
|
|
2 1 2
|
|
3
|
|
*/
|
|
/*
|
|
wind[1] wind[2]
|
|
-3 3 1
|
|
-2 dir wind[0]
|
|
-1 1 4 1 3 1 3
|
|
0
|
|
1 3 2 2 4 4 2
|
|
2
|
|
3 2 4
|
|
*/
|
|
|
|
//Define window and directions
|
|
vec2 dir[4] = vec2[4](vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1));
|
|
mat4x2 wind1 = mat4x2(vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1));
|
|
mat4x2 wind2 = mat4x2(vec2(-3,-1),vec2(3,1),vec2(-1,3),vec2(1,-3));
|
|
mat4x2 wind3 = mat4x2(vec2(-3,1),vec2(3,-1),vec2(1,3),vec2(-1,-3));
|
|
mat4x2 wind4 = mat4x2(vec2(-3,-3),vec2( 3,3),vec2(-3, 3),vec2(3,-3));
|
|
mat4x2 wind[4] = mat4x2[4](wind1, wind2, wind3, wind4);
|
|
|
|
//Initialization
|
|
float2x2 R = float2x2(vec2(0.,0.),vec2(0.,0.));
|
|
float2 r = float2(0.,0.);
|
|
|
|
//Calculate (local) autocorrelation coefficients
|
|
for (int k = 0; k<ITERATIONS; k+= 1){
|
|
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
|
|
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
|
|
R += mul(transpose(C),C);
|
|
r += mul(y,C);
|
|
}
|
|
|
|
//Normalize
|
|
float n = NEDI_N3;
|
|
R /= n; r /= n;
|
|
|
|
//Calculate a = R^-1 . r
|
|
float e = NEDI_E3;
|
|
float2 a = solve(R+e*e*I,r+e*e/2.0);
|
|
|
|
//Nomalize 'a' (prevents overshoot)
|
|
a = .25 + float2(.4999,-.4999)*clamp(a[0]-a[1],-1.0,1.0);
|
|
|
|
//Calculate result
|
|
float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3])) * float2x2(a,a);
|
|
float3 c = float3(x[0].xyz);
|
|
|
|
// float3 c = Value(dir[0]);
|
|
|
|
FragColor = float4(c, 1.0);//+float4(0,0.5,0.5,0);
|
|
} |