mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 00:21:31 +11:00
239 lines
6.6 KiB
Plaintext
239 lines
6.6 KiB
Plaintext
#version 450
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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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/*
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Hyllian's xBR MultiLevel4 Shader - Pass3
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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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#define round(X) floor((X)+0.5)
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const float coef = 2.0;
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const float cf = 4.0;
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const float eq_threshold = 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 mat3x3 yuv = mat3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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const mat3x3 yuv_weighted = mat3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
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const vec4 maximo = vec4(255.0f, 255.0f, 255.0f, 255.0f);
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const vec4 low = vec4(-64.0f, -64.0f, -64.0f, -64.0f);
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const vec4 high = vec4( 64.0f, 64.0f, 64.0f, 64.0f);
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const mat2x4 sym_vectors = mat2x4(1, 1, -1, -1, 1, -1, -1, 1);
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// Bx, Ay, C
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const vec3 lines[13] = {
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vec3( 4.0, 4.0, 4.0), // 0 NL
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vec3( 4.0, 4.0, 3.0), // 1 LV0
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vec3( 4.0, 4.0, 2.0), // 2 LV1
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vec3( 8.0, 4.0, 2.0), // 3 LV2u
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vec3( 4.0, 8.0, 2.0), // 4 LV2l
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vec3(12.0, 4.0, 2.0), // 5 LV3u
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vec3( 4.0,12.0, 2.0), // 6 LV3l
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vec3(16.0, 4.0, 2.0), // 7 LV4u
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vec3( 4.0,16.0, 2.0), // 8 LV4l
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vec3(12.0, 4.0, 6.0), // 9 LV3u
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vec3( 4.0,12.0, 6.0), // 10 LV3l
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vec3(16.0, 4.0, 6.0), // 11 LV4u
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vec3( 4.0,16.0, 6.0), // 12 LV4l
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};
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vec4 remapTo01(vec4 v, vec4 low, vec4 high)
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{
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return clamp((v - low)/(high-low), 0.0, 1.0);
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}
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float remapFrom01(float v, float high)
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{
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return round(high*v);
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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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bool eq(float A, float B)
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{
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return (df(A, B) < eq_threshold);
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}
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float weighted_distance(float a, float b, float c, float d, float e, float f, float g, float 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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#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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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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float dx = params.OriginalSize.z;
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float dy = params.OriginalSize.w;
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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 = vec4(dx, 0, 0, dy); // F H
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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 = 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 Original;
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void main()
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{
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float px;
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vec2 pos = fract(vTexCoord.xy * params.OriginalSize.xy) - vec2(0.4999, 0.4999); // pos = pixel position
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vec2 dir = sign(pos); // dir = pixel direction
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vec2 g1 = dir * ( clamp(-dir.y*dir.x, 0.0, 1.0) * t1.zw + clamp( dir.y*dir.x, 0.0, 1.0) * t1.xy);
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vec2 g2 = dir * ( clamp( dir.y*dir.x, 0.0, 1.0) * t1.zw + clamp(-dir.y*dir.x, 0.0, 1.0) * t1.xy);
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vec3 E = texture(Original, vTexCoord ).rgb;
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vec3 F = texture(Original, vTexCoord + g1).rgb;
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vec3 H = texture(Original, vTexCoord + g2).rgb;
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vec3 I = texture(Original, vTexCoord + g1 + g2).rgb;
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vec3 F4 = texture(Original, vTexCoord + 2.0 * g1).rgb;
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vec3 H5 = texture(Original, vTexCoord + 2.0 * g2).rgb;
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float e = dot(E, yuv_weighted[0]);
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float f = dot(F, yuv_weighted[0]);
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float h = dot(H, yuv_weighted[0]);
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float i = dot(I, yuv_weighted[0]);
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float f4 = dot(F4, yuv_weighted[0]);
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float h5 = dot(H5, yuv_weighted[0]);
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vec4 icomp = round(clamp(sym_vectors * dir, 0.0, 1.0)); // choose info component
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float infoE = remapFrom01(dot(texture(Source, vTexCoord ), icomp), 255.0f); // retrieve 1st pass info
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float infoF = remapFrom01(dot(texture(Source, vTexCoord+g1), icomp), 255.0f); // 1st pass info from neighbor r
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float infoH = remapFrom01(dot(texture(Source, vTexCoord+g2), icomp), 255.0f); // 1st pass info from neighbor d
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vec4 lparam;
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vec2 addr;
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if (infoF == 8.0)
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{
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lparam.xyz = lines[12];
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px = ((df(f,f4) <= df(f,i)) == true) ? 1.0 : 0.0;
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addr.x = 2*px + clamp(1.0-px, 0.0, 1.0);
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addr.y = clamp(1.0-px, 0.0, 1.0);
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}
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else if (infoH == 7.0)
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{
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lparam.xyz = lines[11];
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px = ((df(h,h5) <= df(h,i)) == true) ? 1.0 : 0.0;
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addr.x = clamp(1.0-px, 0.0, 1.0);
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addr.y = 2*px + clamp(1.0-px, 0.0, 1.0);
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}
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else if (infoF == 6.0)
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{
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lparam.xyz = lines[10];
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px = ((df(f,f4) <= df(f,i)) == true) ? 1.0 : 0.0;
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addr.x = 2*px + clamp(1.0-px, 0.0, 1.0);
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addr.y = clamp(1.0-px, 0.0, 1.0);
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}
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else if (infoH == 5.0)
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{
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lparam.xyz = lines[9];
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px = ((df(h,h5) <= df(h,i)) == true) ? 1.0 : 0.0;
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addr.x = clamp(1.0-px, 0.0, 1.0);
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addr.y = 2*px + clamp(1.0-px, 0.0, 1.0);
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}
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else
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{
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px = ((df(e,f) <= df(e,h)) == true) ? 1.0 : 0.0;
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addr.x = px;
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addr.y = clamp(1.0-px, 0.0, 1.0);
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lparam.xyz = (infoE == 8.0) ? lines[8] : ((infoE == 7.0) ? lines[7] : ((infoE == 6.0) ? lines[6] : ((infoE == 5.0) ? lines[5] : ((infoE == 4.0) ? lines[4] : ((infoE == 3.0) ? lines[3] : ((infoE == 2.0) ? lines[2] : ((infoE == 1.0) ? lines[1] : lines[0])))))));
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}
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bool inv = (dir.x*dir.y) < 0.0 ? true : false;
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// Rotate address from relative to absolute.
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addr = addr*dir.yx;
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addr = inv ? addr.yx : addr;
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// Rotate straight line equation from relative to absolute.
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lparam.xy = lparam.xy*dir.yx;
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lparam.xy = inv ? lparam.yx : lparam.xy;
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addr.x += 2.0;
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addr.y += 2.0;
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lparam.w = addr.x*8.0 + addr.y;
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FragColor = vec4(remapTo01(lparam, low, high));
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}
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/*
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19 1
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9 1
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4 0
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2 0
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1 1
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0 0
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0 0000 ND
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1 0001 EDR0
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2 0010 EDR
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3 0011 EDRU
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4 0100 EDRL
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5 0101 EDRU3
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6 0110 EDRL3
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0 1 2 3 4
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-2 -1 0 1 2
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*/ |