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/
181 lines
5.5 KiB
Plaintext
181 lines
5.5 KiB
Plaintext
#version 450
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/*
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NEDI Shader - pass1
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// This file is a part of MPDN Extensions.
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// https://github.com/zachsaw/MPDN_Extensions
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 3.0 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library.
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//
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Sources ported from this discussion thread:
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http://forum.doom9.org/showthread.php?t=170727
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Ported by Hyllian - 2015.
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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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} 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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(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 float2x3 mat2x3
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define float4x2 mat4x2
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#define s0 Source
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#define FIX(c) (c * 1.00001)
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#define NEDI_WEIGHT2 4.0
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#define NEDI_N2 24.0
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#define NEDI_E2 0.0
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#define NEDI_OFFSET2 0.0
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#define ITERATIONS 3
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#define WGT 2
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#define width (params.SourceSize.x)
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#define height (params.SourceSize.y)
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#define px (1.0 * (params.SourceSize.z))
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#define py (0.4999 * (params.SourceSize.w))
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#define offset NEDI_OFFSET2
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#define Value(xy) (tex2D(s0,tex+float2(px,py)*(xy)).rgb)//-float4(0,0.4999,0.4999,0))
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#define Get(xy) (dot(Value(xy),float3(.2126, .7152, .0722))+offset)
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#define Get4(xy) (float2(Get(xy+WGT*dir[0])+Get(xy+WGT*dir[1]),Get(xy+WGT*dir[2])+Get(xy+WGT*dir[3])))
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#define sqr(x) (dot(x,x))
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#define I (float2x2(1,0,0,1))
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//Cramer's method
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float2 solve(float2x2 A,float2 b) { return float2(determinant(float2x2(b,A[1])),determinant(float2x2(A[0],b)))/determinant(A); }
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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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float2 tex = vTexCoord;
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float4 c0 = tex2D(s0,tex);
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//Define window and directions
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vec2 dir[4] = vec2[4](vec2(-1,0),vec2(1,0),vec2(0,1),vec2(0,-1));
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mat4x2 wind1 = mat4x2(vec2(-1,0),vec2(1,0),vec2(0,1),vec2(0,-1));
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mat4x2 wind2 = mat4x2(vec2(-2,-1),vec2(2,1),vec2(-1,2),vec2(1,-2));
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mat4x2 wind3 = mat4x2(vec2(-3,-2),vec2(3,2),vec2(-2,3),vec2(2,-3));
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mat4x2 wind4 = mat4x2(vec2(-2,1),vec2(2,-1),vec2(1,2),vec2(-1,-2));
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mat4x2 wind5 = mat4x2(vec2(-3,2),vec2(3,-2),vec2(2,3),vec2(-2,-3));
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mat4x2 wind6 = mat4x2(vec2(-4,-1),vec2(4,1),vec2(-1,4),vec2(1,-4));
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mat4x2 wind7 = mat4x2(vec2(-4,1),vec2(4,-1),vec2(1,4),vec2(-1,-4));
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mat4x2 wind[7] = mat4x2[7](wind1, wind2, wind3, wind4, wind5, wind6, wind7);
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/*
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wind[1] wind[2]
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-3
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-2 dir wind[0] 2 1
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-1 4 4 4 4
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0 1 2 1 2
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1 3 3 3 3
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2 1 2
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3
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*/
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/*
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wind[1] wind[2]
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-3 3 1
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-2 dir wind[0]
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-1 1 4 1 3 1 3
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0
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1 3 2 2 4 4 2
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2
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3 2 4
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*/
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//Initialization
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float2x2 R = float2x2(0.,0.,0.,0.);
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float2 r = float2(0.,0.);
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float m[7] = float[7](NEDI_WEIGHT2, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
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//Calculate (local) autocorrelation coefficients
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for (int k = 0; k<ITERATIONS; k+= 1){
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float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
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float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
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R += mul(transpose(C),m[k]*C);
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r += mul(y,m[k]*C);
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}
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//Normalize
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float n = NEDI_N2;
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R /= n; r /= n;
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//Calculate a = R^-1 . r
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float e = NEDI_E2;
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float2 a = solve(R+e*e*I,r+e*e/2.0);
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//Nomalize 'a' (prevents overshoot)
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a = .25 + float2(.4999,-.4999)*clamp(a[0]-a[1],-1.0,1.0);
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//Calculate result
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float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3])) * float2x2(a,a);
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float3 c = float3(x[0].xyz);
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//Skip pixels on wrong grid
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if ((frac(tex.x*width/2.0)<0.4999)&&(frac(tex.y*height)<0.4999) || (frac(tex.x*width/2.0)>0.4999)&&(frac(tex.y*height)>0.4999)) FragColor = c0;
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else FragColor = float4(c, 1.0);//+float4(0,0.49999,0.49999,0);
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} |