mirror of
https://github.com/italicsjenga/slang-shaders.git
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184 lines
8.1 KiB
Plaintext
184 lines
8.1 KiB
Plaintext
#version 450
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/*
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ScaleFX - Pass 3
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by Sp00kyFox, 2017-03-01
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Filter: Nearest
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Scale: 1x
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ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
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originally intended as an improvement upon Scale3x but became a new filter in
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its own right.
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ScaleFX interpolates edges up to level 6 and makes smooth transitions between
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different slopes. The filtered picture will only consist of colours present
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in the original.
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Pass 3 determines which edge level is present and prepares tags for subpixel
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output in the final pass.
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Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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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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float SFX_SCN;
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} params;
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#pragma parameter SFX_SCN "ScaleFX Filter Corners" 1.0 0.0 1.0 1.0
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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mat4 MVP;
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} global;
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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(binding = 1) uniform sampler2D Source;
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// extract first bool4 from float4 - corners
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bvec4 loadCorn(vec4 x){
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return bvec4(floor(mod(x*15 + 0.5, 2)));
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}
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// extract second bool4 from float4 - horizontal edges
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bvec4 loadHori(vec4 x){
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return bvec4(floor(mod(x*7.5 + 0.25, 2)));
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}
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// extract third bool4 from float4 - vertical edges
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bvec4 loadVert(vec4 x){
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return bvec4(floor(mod(x*3.75 + 0.125, 2)));
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}
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// extract fourth bool4 from float4 - orientation
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bvec4 loadOr(vec4 x){
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return bvec4(floor(mod(x*1.875 + 0.0625, 2)));
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}
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void main()
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{
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/* grid corners mids
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B x y x
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D E F w y
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H w z z
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*/
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#define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
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// read data
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vec4 E = TEX( 0, 0);
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vec4 D = TEX(-1, 0), D0 = TEX(-2, 0), D1 = TEX(-3, 0);
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vec4 F = TEX( 1, 0), F0 = TEX( 2, 0), F1 = TEX( 3, 0);
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vec4 B = TEX( 0,-1), B0 = TEX( 0,-2), B1 = TEX( 0,-3);
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vec4 H = TEX( 0, 1), H0 = TEX( 0, 2), H1 = TEX( 0, 3);
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// extract data
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bvec4 Ec = loadCorn(E), Eh = loadHori(E), Ev = loadVert(E), Eo = loadOr(E);
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bvec4 Dc = loadCorn(D), Dh = loadHori(D), Do = loadOr(D), D0c = loadCorn(D0), D0h = loadHori(D0), D1h = loadHori(D1);
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bvec4 Fc = loadCorn(F), Fh = loadHori(F), Fo = loadOr(F), F0c = loadCorn(F0), F0h = loadHori(F0), F1h = loadHori(F1);
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bvec4 Bc = loadCorn(B), Bv = loadVert(B), Bo = loadOr(B), B0c = loadCorn(B0), B0v = loadVert(B0), B1v = loadVert(B1);
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bvec4 Hc = loadCorn(H), Hv = loadVert(H), Ho = loadOr(H), H0c = loadCorn(H0), H0v = loadVert(H0), H1v = loadVert(H1);
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// lvl1 corners (hori, vert)
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bool lvl1x = Ec.x && (Dc.z || Bc.z || params.SFX_SCN == 1);
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bool lvl1y = Ec.y && (Fc.w || Bc.w || params.SFX_SCN == 1);
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bool lvl1z = Ec.z && (Fc.x || Hc.x || params.SFX_SCN == 1);
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bool lvl1w = Ec.w && (Dc.y || Hc.y || params.SFX_SCN == 1);
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// lvl2 mid (left, right / up, down)
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bvec2 lvl2x = bvec2((Ec.x && Eh.y) && Dc.z, (Ec.y && Eh.x) && Fc.w);
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bvec2 lvl2y = bvec2((Ec.y && Ev.z) && Bc.w, (Ec.z && Ev.y) && Hc.x);
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bvec2 lvl2z = bvec2((Ec.w && Eh.z) && Dc.y, (Ec.z && Eh.w) && Fc.x);
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bvec2 lvl2w = bvec2((Ec.x && Ev.w) && Bc.z, (Ec.w && Ev.x) && Hc.y);
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// lvl3 corners (hori, vert)
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bvec2 lvl3x = bvec2(lvl2x.y && (Dh.y && Dh.x) && Fh.z, lvl2w.y && (Bv.w && Bv.x) && Hv.z);
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bvec2 lvl3y = bvec2(lvl2x.x && (Fh.x && Fh.y) && Dh.w, lvl2y.y && (Bv.z && Bv.y) && Hv.w);
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bvec2 lvl3z = bvec2(lvl2z.x && (Fh.w && Fh.z) && Dh.x, lvl2y.x && (Hv.y && Hv.z) && Bv.x);
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bvec2 lvl3w = bvec2(lvl2z.y && (Dh.z && Dh.w) && Fh.y, lvl2w.x && (Hv.x && Hv.w) && Bv.y);
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// lvl4 corners (hori, vert)
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bvec2 lvl4x = bvec2((Dc.x && Dh.y && Eh.x && Eh.y && Fh.x && Fh.y) && (D0c.z && D0h.w), (Bc.x && Bv.w && Ev.x && Ev.w && Hv.x && Hv.w) && (B0c.z && B0v.y));
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bvec2 lvl4y = bvec2((Fc.y && Fh.x && Eh.y && Eh.x && Dh.y && Dh.x) && (F0c.w && F0h.z), (Bc.y && Bv.z && Ev.y && Ev.z && Hv.y && Hv.z) && (B0c.w && B0v.x));
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bvec2 lvl4z = bvec2((Fc.z && Fh.w && Eh.z && Eh.w && Dh.z && Dh.w) && (F0c.x && F0h.y), (Hc.z && Hv.y && Ev.z && Ev.y && Bv.z && Bv.y) && (H0c.x && H0v.w));
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bvec2 lvl4w = bvec2((Dc.w && Dh.z && Eh.w && Eh.z && Fh.w && Fh.z) && (D0c.y && D0h.x), (Hc.w && Hv.x && Ev.w && Ev.x && Bv.w && Bv.x) && (H0c.y && H0v.z));
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// lvl5 mid (left, right / up, down)
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bvec2 lvl5x = bvec2(lvl4x.x && (F0h.x && F0h.y) && (D1h.z && D1h.w), lvl4y.x && (D0h.y && D0h.x) && (F1h.w && F1h.z));
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bvec2 lvl5y = bvec2(lvl4y.y && (H0v.y && H0v.z) && (B1v.w && B1v.x), lvl4z.y && (B0v.z && B0v.y) && (H1v.x && H1v.w));
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bvec2 lvl5z = bvec2(lvl4w.x && (F0h.w && F0h.z) && (D1h.y && D1h.x), lvl4z.x && (D0h.z && D0h.w) && (F1h.x && F1h.y));
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bvec2 lvl5w = bvec2(lvl4x.y && (H0v.x && H0v.w) && (B1v.z && B1v.y), lvl4w.y && (B0v.w && B0v.x) && (H1v.y && H1v.z));
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// lvl6 corners (hori, vert)
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bvec2 lvl6x = bvec2(lvl5x.y && (D1h.y && D1h.x), lvl5w.y && (B1v.w && B1v.x));
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bvec2 lvl6y = bvec2(lvl5x.x && (F1h.x && F1h.y), lvl5y.y && (B1v.z && B1v.y));
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bvec2 lvl6z = bvec2(lvl5z.x && (F1h.w && F1h.z), lvl5y.x && (H1v.y && H1v.z));
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bvec2 lvl6w = bvec2(lvl5z.y && (D1h.z && D1h.w), lvl5w.x && (H1v.x && H1v.w));
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// subpixels - 0 = E, 1 = D, 2 = D0, 3 = F, 4 = F0, 5 = B, 6 = B0, 7 = H, 8 = H0
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vec4 crn;
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crn.x = (lvl1x && Eo.x || lvl3x.x && Eo.y || lvl4x.x && Do.x || lvl6x.x && Fo.y) ? 5 : (lvl1x || lvl3x.y && !Eo.w || lvl4x.y && !Bo.x || lvl6x.y && !Ho.w) ? 1 : lvl3x.x ? 3 : lvl3x.y ? 7 : lvl4x.x ? 2 : lvl4x.y ? 6 : lvl6x.x ? 4 : lvl6x.y ? 8 : 0;
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crn.y = (lvl1y && Eo.y || lvl3y.x && Eo.x || lvl4y.x && Fo.y || lvl6y.x && Do.x) ? 5 : (lvl1y || lvl3y.y && !Eo.z || lvl4y.y && !Bo.y || lvl6y.y && !Ho.z) ? 3 : lvl3y.x ? 1 : lvl3y.y ? 7 : lvl4y.x ? 4 : lvl4y.y ? 6 : lvl6y.x ? 2 : lvl6y.y ? 8 : 0;
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crn.z = (lvl1z && Eo.z || lvl3z.x && Eo.w || lvl4z.x && Fo.z || lvl6z.x && Do.w) ? 7 : (lvl1z || lvl3z.y && !Eo.y || lvl4z.y && !Ho.z || lvl6z.y && !Bo.y) ? 3 : lvl3z.x ? 1 : lvl3z.y ? 5 : lvl4z.x ? 4 : lvl4z.y ? 8 : lvl6z.x ? 2 : lvl6z.y ? 6 : 0;
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crn.w = (lvl1w && Eo.w || lvl3w.x && Eo.z || lvl4w.x && Do.w || lvl6w.x && Fo.z) ? 7 : (lvl1w || lvl3w.y && !Eo.x || lvl4w.y && !Ho.w || lvl6w.y && !Bo.x) ? 1 : lvl3w.x ? 3 : lvl3w.y ? 5 : lvl4w.x ? 2 : lvl4w.y ? 8 : lvl6w.x ? 4 : lvl6w.y ? 6 : 0;
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vec4 mid;
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mid.x = (lvl2x.x && Eo.x || lvl2x.y && Eo.y || lvl5x.x && Do.x || lvl5x.y && Fo.y) ? 5 : lvl2x.x ? 1 : lvl2x.y ? 3 : lvl5x.x ? 2 : lvl5x.y ? 4 : (Ec.x && Dc.z && Ec.y && Fc.w) ? ( Eo.x ? Eo.y ? 5 : 3 : 1) : 0;
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mid.y = (lvl2y.x && !Eo.y || lvl2y.y && !Eo.z || lvl5y.x && !Bo.y || lvl5y.y && !Ho.z) ? 3 : lvl2y.x ? 5 : lvl2y.y ? 7 : lvl5y.x ? 6 : lvl5y.y ? 8 : (Ec.y && Bc.w && Ec.z && Hc.x) ? (!Eo.y ? !Eo.z ? 3 : 7 : 5) : 0;
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mid.z = (lvl2z.x && Eo.w || lvl2z.y && Eo.z || lvl5z.x && Do.w || lvl5z.y && Fo.z) ? 7 : lvl2z.x ? 1 : lvl2z.y ? 3 : lvl5z.x ? 2 : lvl5z.y ? 4 : (Ec.z && Fc.x && Ec.w && Dc.y) ? ( Eo.z ? Eo.w ? 7 : 1 : 3) : 0;
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mid.w = (lvl2w.x && !Eo.x || lvl2w.y && !Eo.w || lvl5w.x && !Bo.x || lvl5w.y && !Ho.w) ? 1 : lvl2w.x ? 5 : lvl2w.y ? 7 : lvl5w.x ? 6 : lvl5w.y ? 8 : (Ec.w && Hc.y && Ec.x && Bc.z) ? (!Eo.w ? !Eo.x ? 1 : 5 : 7) : 0;
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// ouput
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FragColor = (crn + 9 * mid) / 80;
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}
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