mirror of
https://github.com/italicsjenga/slang-shaders.git
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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/
205 lines
6.6 KiB
Plaintext
205 lines
6.6 KiB
Plaintext
#version 450
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/*
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Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader
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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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/*
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This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5,
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where r1 and r2 are the first two zeros of jinc function.
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For a jinc 2-lobe best approximation, use A=0.5 and B=0.825.
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*/
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// A=0.5, B=0.825 is the best jinc approximation for x<2.5. if B=1.0, it's a lanczos filter.
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// Increase A to get more blur. Decrease it to get a sharper picture.
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// B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns.
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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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float NEDI_JINC2_WINDOW_SINC;
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float NEDI_JINC2_SINC;
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float NEDI_JINC2_AR_STRENGTH;
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} params;
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#pragma parameter NEDI_JINC2_WINDOW_SINC "Window Sinc Param" 0.42 0.0 1.0 0.01
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#pragma parameter NEDI_JINC2_SINC "Sinc Param" 0.92 0.0 1.0 0.01
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#pragma parameter NEDI_JINC2_AR_STRENGTH "Anti-ringing Strength" 0.8 0.0 1.0 0.1
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#define JINC2_WINDOW_SINC params.NEDI_JINC2_WINDOW_SINC
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#define JINC2_SINC params.NEDI_JINC2_SINC
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#define JINC2_AR_STRENGTH params.NEDI_JINC2_AR_STRENGTH
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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 saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(a,b,c) mix(a,b,c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define float4x3 mat4x3
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#define halfpi 1.5707963267948966192313216916398
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#define pi 3.1415926535897932384626433832795
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#define wa (JINC2_WINDOW_SINC*pi)
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#define wb (JINC2_SINC*pi)
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const float3 Y = float3(0.299, 0.587, 0.114);
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float df(float A, float B)
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{
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return abs(A-B);
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}
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// Calculates the distance between two points
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float d(float2 pt1, float2 pt2)
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{
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float2 v = pt2 - pt1;
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return sqrt(dot(v,v));
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}
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float3 min4(float3 a, float3 b, float3 c, float3 d)
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{
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return min(a, min(b, min(c, d)));
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}
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float3 max4(float3 a, float3 b, float3 c, float3 d)
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{
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return max(a, max(b, max(c, d)));
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}
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float4 resampler(float4 x)
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{
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float4 res;
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res.x = (x.x==0.0) ? (wa*wb) : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
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res.y = (x.y==0.0) ? (wa*wb) : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
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res.z = (x.z==0.0) ? (wa*wb) : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
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res.w = (x.w==0.0) ? (wa*wb) : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
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return res;
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}
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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 * 1.00001;
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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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void main()
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{
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float3 color;
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float4x4 weights;
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float2 dx = float2(1.0, 0.0);
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float2 dy = float2(0.0, 1.0);
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float2 pc = vTexCoord*params.SourceSize.xy;
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float2 tc = (floor(pc-float2(0.4999,0.4999))+float2(0.4999,0.4999));
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weights[0] = resampler(float4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
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weights[1] = resampler(float4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
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weights[2] = resampler(float4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
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weights[3] = resampler(float4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
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//weights[0][0] = weights[0][3] = weights[3][0] = weights[3][3] = 0.0;
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dx = dx * params.SourceSize.zw;
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dy = dy * params.SourceSize.zw;
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tc = tc * params.SourceSize.zw;
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// reading the texels
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float3 c00 = tex2D(Source, tc -dx -dy).xyz;
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float3 c10 = tex2D(Source, tc -dy).xyz;
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float3 c20 = tex2D(Source, tc +dx -dy).xyz;
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float3 c30 = tex2D(Source, tc+2.0*dx -dy).xyz;
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float3 c01 = tex2D(Source, tc -dx ).xyz;
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float3 c11 = tex2D(Source, tc ).xyz;
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float3 c21 = tex2D(Source, tc +dx ).xyz;
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float3 c31 = tex2D(Source, tc+2.0*dx ).xyz;
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float3 c02 = tex2D(Source, tc -dx +dy).xyz;
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float3 c12 = tex2D(Source, tc +dy).xyz;
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float3 c22 = tex2D(Source, tc +dx +dy).xyz;
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float3 c32 = tex2D(Source, tc+2.0*dx +dy).xyz;
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float3 c03 = tex2D(Source, tc -dx+2.0*dy).xyz;
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float3 c13 = tex2D(Source, tc +2.0*dy).xyz;
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float3 c23 = tex2D(Source, tc +dx+2.0*dy).xyz;
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float3 c33 = tex2D(Source, tc+2.0*dx+2.0*dy).xyz;
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color = mul(weights[0], float4x3(c00, c10, c20, c30));
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color+= mul(weights[1], float4x3(c01, c11, c21, c31));
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color+= mul(weights[2], float4x3(c02, c12, c22, c32));
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color+= mul(weights[3], float4x3(c03, c13, c23, c33));
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color = color/(dot(mul(weights, float4(1.0)), float4(1.0)));
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// Anti-ringing
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// Get min/max samples
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float3 min_sample = min4(c11, c21, c12, c22);
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float3 max_sample = max4(c11, c21, c12, c22);
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float3 aux = color;
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, JINC2_AR_STRENGTH);
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// final sum and weight normalization
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FragColor = vec4(color, 1.0);
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}
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