mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
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/
206 lines
5.9 KiB
Plaintext
206 lines
5.9 KiB
Plaintext
#version 450
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/*
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Hyllian's xBR MultiLevel4 Shader - Pass4
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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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*/
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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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vec4 REFSize;
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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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// compatibility macros
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#define mul(a,b) (b*a)
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#define lerp(a,b,c) mix(a,b,c)
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define frac(x) (fract(x))
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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 bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float3x3 mat3x3
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#define float4x3 mat4x3
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#define float2x4 mat2x4
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#define texture_size params.SourceSize
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#define video_size params.SourceSize
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#define output_size params.OutputSize
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#define round(X) floor((X)+0.5)
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const float3 bin = float3( 4.0, 2.0, 1.0);
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const float4 low = float4(-64.0, -64.0, -64.0, -64.0);
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const float4 high = float4( 64.0, 64.0, 64.0, 64.0);
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const float2x4 sym_vectors = float2x4(1., 1., -1., -1., 1., -1., -1., 1.);
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float4 remapFrom01(float4 v, float4 low, float4 high)
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{
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return round(lerp(low, high, v));
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}
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float c_df(float3 c1, float3 c2)
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{
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float3 df = abs(c1 - c2);
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return df.r + df.g + df.b;
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}
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float4 unpack_info(float i)
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{
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float4 info;
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info.x = round(modf(i/2.0, i));
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info.y = round(modf(i/2.0, i));
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info.z = round(modf(i/2.0, i));
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info.w = i;
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return info;
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}
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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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#define GET_PIXEL(PARAM, PIXEL)\
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info = PARAM;\
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ay.z = round( modf( info/1.9999, info ) );\
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ay.y = round( modf( info/1.9999, info ) );\
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ay.x = round( modf( info/1.9999, info ) );\
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ax.z = round( modf( info/1.9999, info ) );\
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ax.y = round( modf( info/1.9999, info ) );\
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ax.x = round( info );\
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iq.x = dot( ax, bin ) - 1.9999;\
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iq.y = dot( ay, bin ) - 1.9999;\
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PIXEL = texture( REF, vTexCoord + iq.x*t1.xy + iq.y*t1.zw ).xyz;\
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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 float scale_factor;
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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 * 1.0001;
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float2 ps = float2(1.0/params.REFSize.x, 1.0/params.REFSize.y);
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float dx = ps.x;
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float dy = ps.y;
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// A3 B3 C3
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// A1 B1 C1
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//A2 A0 A B C C4 C6
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//D2 D0 D E F F4 F6
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//G2 G0 G H I I4 I6
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// G5 H5 I5
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// G7 H7 I7
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t1 = float4(dx, 0., 0., dy); // F H
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scale_factor = output_size.x/params.REFSize.x;
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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 float scale_factor;
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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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layout(set = 0, binding = 3) uniform sampler2D REF;
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void main()
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{
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float2 fp = frac( vTexCoord*params.REFSize.xy ) - float2( 0.5, 0.5 ); // pos = pixel position
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float2 pxcoord = floor(vTexCoord*params.REFSize.xy)/params.REFSize.xy;
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float4 UL = texture(Source, pxcoord + 0.25*t1.xy + 0.25*t1.zw );
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float4 UR = texture(Source, pxcoord + 0.75*t1.xy + 0.25*t1.zw );
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float4 DL = texture(Source, pxcoord + 0.25*t1.xy + 0.75*t1.zw );
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float4 DR = texture(Source, pxcoord + 0.75*t1.xy + 0.75*t1.zw );
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float4 ulparam = remapFrom01( UL, low, high ); // retrieve 1st pass info
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float4 urparam = remapFrom01( UR, low, high ); // retrieve 1st pass info
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float4 dlparam = remapFrom01( DL, low, high ); // retrieve 1st pass info
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float4 drparam = remapFrom01( DR, low, high ); // retrieve 1st pass info
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float3 E = texture( REF, vTexCoord ).xyz;
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float3 ax, ay, PX, PY, PZ, PW;
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float info;
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float2 iq;
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#ifdef DEBUG
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PX = unpack_info(ulparam.w).xyz;
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PY = unpack_info(urparam.w).xyz;
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PZ = unpack_info(dlparam.w).xyz;
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PW = unpack_info(drparam.w).xyz;
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#else
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GET_PIXEL(ulparam.w, PX);
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GET_PIXEL(urparam.w, PY);
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GET_PIXEL(dlparam.w, PZ);
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GET_PIXEL(drparam.w, PW);
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#endif
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float3 fp1 = float3( fp, -1. );
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float3 color;
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float4 fx;
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float4 inc = float4(abs(ulparam.x/ulparam.y), abs(urparam.x/urparam.y), abs(dlparam.x/dlparam.y), abs(drparam.x/drparam.y));
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float4 level = max(inc, 1.0/inc);
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fx.x = saturate( dot( fp1, ulparam.xyz ) * scale_factor/( 8. * level.x ) + 0.5 );
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fx.y = saturate( dot( fp1, urparam.xyz ) * scale_factor/( 8. * level.y ) + 0.5 );
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fx.z = saturate( dot( fp1, dlparam.xyz ) * scale_factor/( 8. * level.z ) + 0.5 );
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fx.w = saturate( dot( fp1, drparam.xyz ) * scale_factor/( 8. * level.w ) + 0.5 );
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float3 c1, c2, c3, c4;
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c1 = lerp( E, PX, fx.x );
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c2 = lerp( E, PY, fx.y );
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c3 = lerp( E, PZ, fx.z );
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c4 = lerp( E, PW, fx.w );
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color = c1;
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color = ( (c_df(c2, E) > c_df(color, E)) ) ? c2 : color;
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color = ( (c_df(c3, E) > c_df(color, E)) ) ? c3 : color;
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color = ( (c_df(c4, E) > c_df(color, E)) ) ? c4 : color;
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FragColor = float4( color, 1.0 );
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}
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