mirror of
https://github.com/italicsjenga/slang-shaders.git
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290 lines
9.2 KiB
Plaintext
290 lines
9.2 KiB
Plaintext
#version 450
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/*
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Hyllian's xBR level 3 pass0 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 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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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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} 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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#define mul(a,b) (b*a)
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#define saturate(c) clamp(c, 0.0, 1.0)
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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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vec2 ps = vec2(1.0) / params.SourceSize.xy;
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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 + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
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t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
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t3 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
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t4 = vTexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
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t5 = vTexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
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t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
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t7 = vTexCoord.xyyy + vec4( 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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const float coef = 2.0;
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const float cf = 4.0;
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const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
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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 mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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const mat3 yuv_weighted = mat3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
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const vec4 bin1 = vec4( 1.0, 2.0, 4.0, 8.0);
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const vec4 bin2 = vec4(16.0, 32.0, 64.0, 128.0);
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const vec4 maximo = vec4(255.0, 255.0, 255.0, 255.0);
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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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vec4 remapTo01(vec4 v, vec4 high)
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{
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return (v/high);
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}
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vec4 remapFrom01(vec4 v, vec4 high)
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{
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return (high*v + vec4(0.5, 0.5, 0.5, 0.5));
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}
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bvec4 eq(vec4 A, vec4 B)
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{
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return lessThan(df(A, B) , 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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bvec4 and(bvec4 A, bvec4 B)
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{
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return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
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}
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bvec4 or(bvec4 A, bvec4 B)
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{
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return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
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}
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#define FILTRO(EDR0, EDR, LEFT, UP, LEFT3, UP3, PX0, PX3, PX1, LIN0, LIN3, LIN1, PX)\
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if (LEFT && (!UP))\
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{\
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PX0 = bvec2( 0, PX);\
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PX3 = bvec2(PX, 1);\
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if (LEFT3)\
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{\
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LIN0 = bvec4(0, 1, 0, 0);\
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LIN3 = bvec4(1, 0, 0, 0);\
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}\
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else \
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{\
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LIN0 = bvec4(0, 0, 1, 0);\
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LIN3 = bvec4(0, 1, 1, 0);\
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}\
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}\
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else if (UP && (!LEFT))\
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{\
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PX0 = bvec2(false, PX);\
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PX1 = bvec2( !PX, false);\
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if (UP3)\
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{\
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LIN0 = bvec4(0, 1, 0, 1);\
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LIN1 = bvec4(1, 0, 0, 1);\
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}\
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else \
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{\
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LIN0 = bvec4(0, 0, 1, 1);\
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LIN1 = bvec4(0, 1, 1, 1);\
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}\
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}\
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else if (EDR)\
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{\
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LEFT = UP = LEFT3 = UP3 = false;\
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PX0 = bvec2(false, PX);\
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LIN0 = bvec4(0, 0, 0, 1);\
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}\
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else if (EDR0)\
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{\
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LEFT = UP = LEFT3 = UP3 = false;\
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PX0 = bvec2(false, PX);\
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LIN0 = bvec4(0, 0, 0, 0);\
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}\
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void main()
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{
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bvec4 edr, edr_left, edr_up, edr3_left, edr3_up, px; // px = pixel, edr = edge detection rule
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bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
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bvec4 interp_restriction_lv3_left, interp_restriction_lv3_up;
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bvec2 px0, px1, px2, px3;
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bvec4 lin0, lin1, lin2, lin3;
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vec3 A1 = texture(Source, t1.xw).rgb;
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vec3 B1 = texture(Source, t1.yw).rgb;
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vec3 C1 = texture(Source, t1.zw).rgb;
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vec3 A = texture(Source, t2.xw).rgb;
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vec3 B = texture(Source, t2.yw).rgb;
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vec3 C = texture(Source, t2.zw).rgb;
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vec3 D = texture(Source, t3.xw).rgb;
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vec3 E = texture(Source, t3.yw).rgb;
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vec3 F = texture(Source, t3.zw).rgb;
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vec3 G = texture(Source, t4.xw).rgb;
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vec3 H = texture(Source, t4.yw).rgb;
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vec3 I = texture(Source, t4.zw).rgb;
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vec3 G5 = texture(Source, t5.xw).rgb;
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vec3 H5 = texture(Source, t5.yw).rgb;
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vec3 I5 = texture(Source, t5.zw).rgb;
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vec3 A0 = texture(Source, t6.xy).rgb;
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vec3 D0 = texture(Source, t6.xz).rgb;
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vec3 G0 = texture(Source, t6.xw).rgb;
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vec3 C4 = texture(Source, t7.xy).rgb;
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vec3 F4 = texture(Source, t7.xz).rgb;
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vec3 I4 = texture(Source, t7.xw).rgb;
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vec4 b = mul( mat4x3(B, D, H, F), yuv_weighted[0] );
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vec4 c = mul( mat4x3(C, A, G, I), yuv_weighted[0] );
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vec4 e = mul( mat4x3(E, E, E, E), yuv_weighted[0] );
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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), yuv_weighted[0] );
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vec4 i5 = mul( mat4x3(I5, C4, A1, G0), yuv_weighted[0] );
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vec4 h5 = mul( mat4x3(H5, F4, B1, D0), yuv_weighted[0] );
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vec4 f4 = h5.yzwx;
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vec4 c1 = i4.yzwx;
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vec4 g0 = i5.wxyz;
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vec4 b1 = h5.zwxy;
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vec4 d0 = h5.wxyz;
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bvec4 interp_restriction_lv0 = and(notEqual(e,f) , notEqual(e,h));
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bvec4 comp1 = and(not(eq(h,h5)) , not(eq(h,i5)));
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bvec4 comp2 = and(not(eq(h,d)) , not(eq(h,g)));
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bvec4 comp3 = and(not(eq(f,f4)) , not(eq(f,i4)));
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bvec4 comp4 = and( not(eq(f,b)) , not(eq(f,c)) );
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bvec4 comp5 = and(eq(e,i) , or(comp3 , comp1));
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interp_restriction_lv1 = or( comp4 , or(comp2 , or(comp5 , or(eq(e,g) , eq(e,c)))));
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interp_restriction_lv2_left = and(notEqual(e,g) , notEqual(d,g));
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interp_restriction_lv2_up = and(notEqual(e,c) , notEqual(b,c));
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interp_restriction_lv3_left = and(notEqual(e,g0) , notEqual(d0,g0));
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interp_restriction_lv3_up = and(notEqual(e,c1) , notEqual(b1,c1));
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bvec4 edr0 = and(lessThan(weighted_distance( e, c, g, i, h5, f4, h, f) , weighted_distance( h, d, i5, f, i4, b, e, i)) , interp_restriction_lv0);
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edr = and(edr0 , interp_restriction_lv1);
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edr_left = and(lessThanEqual((coef*df(f,g)) , df(h,c)) , and(interp_restriction_lv2_left , edr));
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edr_up = and(greaterThanEqual(df(f,g) , (coef*df(h,c))) , and(interp_restriction_lv2_up , edr));
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edr3_left = and(lessThanEqual((cf*df(f,g0)) , df(h,c1)) , and(interp_restriction_lv3_left , edr_left));
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edr3_up = and(greaterThanEqual(df(f,g0) , (cf*df(h,c1))) , and(interp_restriction_lv3_up , edr_up));
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px = lessThanEqual(df(e,f) , df(e,h));
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lin0 = lin1 = lin2 = lin3 = bvec4(1, 1, 1, 1);
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FILTRO(edr0.x, edr.x, edr_left.x, edr_up.x, edr3_left.x, edr3_up.x, px0, px3, px1, lin0, lin3, lin1, px.x);
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FILTRO(edr0.y, edr.y, edr_left.y, edr_up.y, edr3_left.y, edr3_up.y, px1, px0, px2, lin1, lin0, lin2, px.y);
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FILTRO(edr0.z, edr.z, edr_left.z, edr_up.z, edr3_left.z, edr3_up.z, px2, px1, px3, lin2, lin1, lin3, px.z);
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FILTRO(edr0.w, edr.w, edr_left.w, edr_up.w, edr3_left.w, edr3_up.w, px3, px2, px0, lin3, lin2, lin0, px.w);
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vec4 info = mul(
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bin1, mat4(
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edr3_left,
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edr3_up,
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px0.x, px1.x, px2.x, px3.x,
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px0.y, px1.y, px2.y, px3.y
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)
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);
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info += mul(bin2, mat4(
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lin0.x, lin1.x, lin2.x, lin3.x,
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lin0.y, lin1.y, lin2.y, lin3.y,
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lin0.z, lin1.z, lin2.z, lin3.z,
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lin0.w, lin1.w, lin2.w, lin3.w
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)
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);
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FragColor = vec4(remapTo01(info, maximo));
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} |