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https://github.com/italicsjenga/slang-shaders.git
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327 lines
13 KiB
Plaintext
327 lines
13 KiB
Plaintext
#version 450
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// xBRZ freescale
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// based on :
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/*
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Hyllian's xBR-vertex code and texel mapping
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Copyright (C) 2011/2016 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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// This shader also uses code and/or concepts from xBRZ as it appears
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// in the Desmume source code. The license for which is as follows:
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// ****************************************************************************
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// * This file is part of the HqMAME project. It is distributed under *
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// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
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// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
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// * *
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// * Additionally and as a special exception, the author gives permission *
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// * to link the code of this program with the MAME library (or with modified *
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// * versions of MAME that use the same license as MAME), and distribute *
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// * linked combinations including the two. You must obey the GNU General *
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// * Public License in all respects for all of the code used other than MAME. *
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// * If you modify this file, you may extend this exception to your version *
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// * of the file, but you are not obligated to do so. If you do not wish to *
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// * do so, delete this exception statement from your version. *
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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 OutputSize;
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float blend_none, blend_normal, blend_dominant;
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} params;
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#pragma parameter blend_none "Blend None" 0.0 0.0 2.0 1.0
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#pragma parameter blend_normal "Blend Normal" 1.0 0.0 2.0 1.0
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#pragma parameter blend_dominant "Blend Dominant" 2.0 0.0 2.0 1.0
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#define BLEND_NONE int(params.blend_none)
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#define BLEND_NORMAL int(params.blend_normal)
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#define BLEND_DOMINANT int(params.blend_dominant)
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#define LUMINANCE_WEIGHT 1.0
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#define EQUAL_COLOR_TOLERANCE 30.0/255.0
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#define STEEP_DIRECTION_THRESHOLD 2.2
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#define DOMINANT_DIRECTION_THRESHOLD 3.6
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float DistYCbCr(vec3 pixA, vec3 pixB)
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{
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const vec3 w = vec3(0.2627, 0.6780, 0.0593);
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const float scaleB = 0.5 / (1.0 - w.b);
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const float scaleR = 0.5 / (1.0 - w.r);
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vec3 diff = pixA - pixB;
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float Y = dot(diff.rgb, w);
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float Cb = scaleB * (diff.b - Y);
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float Cr = scaleR * (diff.r - Y);
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return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
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}
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bool IsPixEqual(const vec3 pixA, const vec3 pixB)
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{
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return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
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}
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float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
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{
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vec2 P0 = center - origin;
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vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
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vec2 distv = P0 - proj;
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vec2 orth = vec2(-direction.y, direction.x);
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float side = sign(dot(P0, orth));
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float v = side * length(distv * scale);
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// return step(0, v);
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return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
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}
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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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#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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#define eq(a,b) (a == b)
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#define neq(a,b) (a != b)
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#define P(x,y) texture(Source, coord + params.SourceSize.zw * vec2(x, y)).rgb
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void main()
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{
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//---------------------------------------
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// Input Pixel Mapping: -|x|x|x|-
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// x|A|B|C|x
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// x|D|E|F|x
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// x|G|H|I|x
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// -|x|x|x|-
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vec2 scale = params.OutputSize.xy * params.SourceSize.zw;
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vec2 pos = fract(vTexCoord * params.SourceSize.xy) - vec2(0.5, 0.5);
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vec2 coord = vTexCoord - pos * params.SourceSize.zw;
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vec3 A = P(-1,-1);
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vec3 B = P( 0,-1);
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vec3 C = P( 1,-1);
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vec3 D = P(-1, 0);
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vec3 E = P( 0, 0);
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vec3 F = P( 1, 0);
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vec3 G = P(-1, 1);
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vec3 H = P( 0, 1);
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vec3 I = P( 1, 1);
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// blendResult Mapping: x|y|
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// w|z|
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ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
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// Preprocess corners
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// Pixel Tap Mapping: -|-|-|-|-
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// -|-|B|C|-
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// -|D|E|F|x
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// -|G|H|I|x
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// -|-|x|x|-
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if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
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{
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float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0,2), I) + DistYCbCr(I, P(2,0)) + (4.0 * DistYCbCr(H, F));
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float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(2,1)) + (4.0 * DistYCbCr(E, I));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
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blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: -|-|-|-|-
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// -|A|B|-|-
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// x|D|E|F|-
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// x|G|H|I|-
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// -|x|x|-|-
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if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
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{
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float dist_G_E = DistYCbCr(P(-2,1) , D) + DistYCbCr(D, B) + DistYCbCr(P(-1,2), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
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float dist_D_H = DistYCbCr(P(-2,0) , G) + DistYCbCr(G, P(0,2)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
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blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: -|-|x|x|-
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// -|A|B|C|x
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// -|D|E|F|x
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// -|-|H|I|-
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// -|-|-|-|-
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if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
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{
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float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1,-2)) + DistYCbCr(H, F) + DistYCbCr(F, P(2,-1)) + (4.0 * DistYCbCr(E, C));
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float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0,-2), C) + DistYCbCr(C, P(2,0)) + (4.0 * DistYCbCr(B, F));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
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blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: -|x|x|-|-
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// x|A|B|C|-
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// x|D|E|F|-
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// -|G|H|-|-
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// -|-|-|-|-
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if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
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{
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float dist_D_B = DistYCbCr(P(-2,0), A) + DistYCbCr(A, P(0,-2)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
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float dist_A_E = DistYCbCr(P(-2,-1), D) + DistYCbCr(D, H) + DistYCbCr(P(-1,-2), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
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blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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vec3 res = E;
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// Pixel Tap Mapping: -|-|-|-|-
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// -|-|B|C|-
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// -|D|E|F|x
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// -|G|H|I|x
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// -|-|x|x|-
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if(blendResult.z != BLEND_NONE)
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{
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float dist_F_G = DistYCbCr(F, G);
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float dist_H_C = DistYCbCr(H, C);
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bool doLineBlend = (blendResult.z == BLEND_DOMINANT ||
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!((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
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(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I))));
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vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
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vec2 direction = vec2(1.0, -1.0);
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if(doLineBlend)
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{
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bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G);
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bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C);
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origin = haveShallowLine? vec2(0.0, 0.25) : vec2(0.0, 0.5);
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direction.x += haveShallowLine? 1.0: 0.0;
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direction.y -= haveSteepLine? 1.0: 0.0;
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}
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vec3 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H)));
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res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
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}
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// Pixel Tap Mapping: -|-|-|-|-
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// -|A|B|-|-
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// x|D|E|F|-
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// x|G|H|I|-
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// -|x|x|-|-
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if(blendResult.w != BLEND_NONE)
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{
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float dist_H_A = DistYCbCr(H, A);
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float dist_D_I = DistYCbCr(D, I);
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bool doLineBlend = (blendResult.w == BLEND_DOMINANT ||
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!((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
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(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G))));
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vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
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vec2 direction = vec2(1.0, 1.0);
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if(doLineBlend)
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{
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bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A);
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bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I);
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origin = haveShallowLine? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
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direction.y += haveShallowLine? 1.0: 0.0;
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direction.x += haveSteepLine? 1.0: 0.0;
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}
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origin = origin;
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direction = direction;
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vec3 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H)));
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res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
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}
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// Pixel Tap Mapping: -|-|x|x|-
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// -|A|B|C|x
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// -|D|E|F|x
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// -|-|H|I|-
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// -|-|-|-|-
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if(blendResult.y != BLEND_NONE)
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{
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float dist_B_I = DistYCbCr(B, I);
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float dist_F_A = DistYCbCr(F, A);
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bool doLineBlend = (blendResult.y == BLEND_DOMINANT ||
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!((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
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(IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C))));
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vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
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vec2 direction = vec2(-1.0, -1.0);
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if(doLineBlend)
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{
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bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I);
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bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A);
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origin = haveShallowLine? vec2(0.25, 0.0) : vec2(0.5, 0.0);
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direction.y -= haveShallowLine? 1.0: 0.0;
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direction.x -= haveSteepLine? 1.0: 0.0;
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}
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vec3 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F)));
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res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
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}
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// Pixel Tap Mapping: -|x|x|-|-
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// x|A|B|C|-
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// x|D|E|F|-
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// -|G|H|-|-
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// -|-|-|-|-
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if(blendResult.x != BLEND_NONE)
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{
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float dist_D_C = DistYCbCr(D, C);
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float dist_B_G = DistYCbCr(B, G);
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bool doLineBlend = (blendResult.x == BLEND_DOMINANT ||
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!((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
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(IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A))));
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vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
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vec2 direction = vec2(-1.0, 1.0);
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if(doLineBlend)
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{
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bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C);
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bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G);
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origin = haveShallowLine? vec2(0.0, -0.25) : vec2(0.0, -0.5);
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direction.x -= haveShallowLine? 1.0: 0.0;
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direction.y += haveSteepLine? 1.0: 0.0;
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}
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vec3 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D)));
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res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
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}
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FragColor = vec4(res, 1.0);
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}
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