slang-shaders/edge-smoothing/sabr/shaders/sabr-hybrid-deposterize.slang
fishcu 259ff81f4b
Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469)
* 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/
2023-08-12 18:09:28 -05:00

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#version 450
/*
SABR v3.0 Shader
Joshua Street
Portions of this algorithm were taken from Hyllian's 5xBR v3.7c
shader.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float minimum;
float maximum;
} params;
#pragma parameter minimum "Edge Thresh Min" 0.05 0.0 1.0 0.01
#pragma parameter maximum "Edge Thresh Max" 0.08 0.0 1.0 0.01
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
/*
Constants
*/
/*
Inequation coefficients for interpolation
Equations are in the form: Ay + Bx = C
45, 30, and 60 denote the angle from x each line the cooeficient variable set builds
*/
const vec4 Ai = vec4( 1.0, -1.0, -1.0, 1.0);
const vec4 B45 = vec4( 1.0, 1.0, -1.0, -1.0);
const vec4 C45 = vec4( 1.5, 0.5, -0.5, 0.5);
const vec4 B30 = vec4( 0.5, 2.0, -0.5, -2.0);
const vec4 C30 = vec4( 1.0, 1.0, -0.5, 0.0);
const vec4 B60 = vec4( 2.0, 0.5, -2.0, -0.5);
const vec4 C60 = vec4( 2.0, 0.0, -1.0, 0.5);
const vec4 M45 = vec4(0.4, 0.4, 0.4, 0.4);
const vec4 M30 = vec4(0.2, 0.4, 0.2, 0.4);
const vec4 M60 = M30.yxwz;
const vec4 Mshift = vec4(0.2);
// Coefficient for weighted edge detection
const float coef = 2.0;
// Threshold for if luminance values are "equal"
const vec4 threshold = vec4(0.32);
// Conversion from RGB to Luminance (from GIMP)
const vec3 lum = vec3(0.21, 0.72, 0.07);
// Performs same logic operation as && for vectors
bvec4 _and_(bvec4 A, bvec4 B) {
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}
// Performs same logic operation as || for vectors
bvec4 _or_(bvec4 A, bvec4 B) {
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}
// Converts 4 3-color vectors into 1 4-value luminance vector
vec4 lum_to(vec3 v0, vec3 v1, vec3 v2, vec3 v3) {
return vec4(dot(lum, v0), dot(lum, v1), dot(lum, v2), dot(lum, v3));
}
// Gets the difference between 2 4-value luminance vectors
vec4 lum_df(vec4 A, vec4 B) {
return abs(A - B);
}
// Determines if 2 4-value luminance vectors are "equal" based on threshold
bvec4 lum_eq(vec4 A, vec4 B) {
return lessThan(lum_df(A, B), threshold);
}
vec4 lum_wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) {
return lum_df(a, b) + lum_df(a, c) + lum_df(d, e) + lum_df(d, f) + 4.0 * lum_df(g, h);
}
// Gets the difference between 2 3-value rgb colors
float c_df(vec3 c1, vec3 c2) {
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
// luma-based edge detection
float thresh(float thr1, float thr2 , float val) {
val = (val < thr1) ? 0.0 : val;
val = (val > thr2) ? 1.0 : val;
return val;
}
// averaged pixel intensity from 3 color channels
float avg_intensity(vec4 pix) {
return dot(pix.rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec4 get_pixel(sampler2D tex, vec2 coords, float dx, float dy) {
return texture(tex, coords + vec2(dx, dy));
}
// returns pixel color
float IsEdge(sampler2D tex, vec2 coords){
float dxtex = params.SourceSize.z;
float dytex = params.SourceSize.w;
int k = -1;
float delta;
float pix[9];
// read neighboring pixel intensities
for (int i=-1; i<2; i++) {
for(int j=-1; j<2; j++) {
k++;
pix[k] = avg_intensity(get_pixel(tex, coords, float(i) * dxtex,
float(j) * dytex));
}
}
// average color differences around neighboring pixels
float delta_lum = (abs(pix[1]-pix[7])+
abs(pix[5]-pix[3]) +
abs(pix[0]-pix[8])+
abs(pix[2]-pix[6])
)/4.;
/*
// RGB edge detection << more expensive
vec4 rgb_pix[9];
// read neighboring pixel intensities
for (int i=-1; i<2; i++) {
for(int j=-1; j<2; j++) {
k++;
rgb_pix[k] = (get_pixel(tex, coords, float(i) * dxtex,
float(j) * dytex));
}
}
// average color differences around neighboring pixels
float delta_r = (abs(rgb_pix[1].r-rgb_pix[7].r)+
abs(rgb_pix[5].r-rgb_pix[3].r) +
abs(rgb_pix[0].r-rgb_pix[8].r)+
abs(rgb_pix[2].r-rgb_pix[6].r)
)/4.;
float delta_g = (abs(rgb_pix[1].g-rgb_pix[7].g)+
abs(rgb_pix[5].g-rgb_pix[3].g) +
abs(rgb_pix[0].g-rgb_pix[8].g)+
abs(rgb_pix[2].g-rgb_pix[6].g)
)/4.;
float delta_b = (abs(rgb_pix[1].b-rgb_pix[7].b)+
abs(rgb_pix[5].b-rgb_pix[3].b) +
abs(rgb_pix[0].b-rgb_pix[8].b)+
abs(rgb_pix[2].b-rgb_pix[6].b)
)/4.;
float delta_rgb = max(delta_r, max(delta_g, delta_b));
*/
return thresh(params.minimum, params.maximum,clamp(delta_lum,0.0,1.0));
}
float normpdf(in float x, in float sigma)
{
return 0.39894*exp(-0.5*x*x/(sigma*sigma))/sigma;
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 tc;
layout(location = 1) out vec4 xyp_1_2_3;
layout(location = 2) out vec4 xyp_5_10_15;
layout(location = 3) out vec4 xyp_6_7_8;
layout(location = 4) out vec4 xyp_9_14_9;
layout(location = 5) out vec4 xyp_11_12_13;
layout(location = 6) out vec4 xyp_16_17_18;
layout(location = 7) out vec4 xyp_21_22_23;
void main()
{
gl_Position = global.MVP * Position;
float x = params.SourceSize.z;
float y = params.SourceSize.w;
tc = TexCoord * vec2(1.0004, 1.0);
xyp_1_2_3 = tc.xxxy + vec4( -x, 0.0, x, -2.0 * y);
xyp_6_7_8 = tc.xxxy + vec4( -x, 0.0, x, -y);
xyp_11_12_13 = tc.xxxy + vec4( -x, 0.0, x, 0.0);
xyp_16_17_18 = tc.xxxy + vec4( -x, 0.0, x, y);
xyp_21_22_23 = tc.xxxy + vec4( -x, 0.0, x, 2.0 * y);
xyp_5_10_15 = tc.xyyy + vec4(-2.0 * x, -y, 0.0, y);
xyp_9_14_9 = tc.xyyy + vec4( 2.0 * x, -y, 0.0, y);
}
#pragma stage fragment
layout(location = 0) in vec2 tc;
layout(location = 1) in vec4 xyp_1_2_3;
layout(location = 2) in vec4 xyp_5_10_15;
layout(location = 3) in vec4 xyp_6_7_8;
layout(location = 4) in vec4 xyp_9_14_9;
layout(location = 5) in vec4 xyp_11_12_13;
layout(location = 6) in vec4 xyp_16_17_18;
layout(location = 7) in vec4 xyp_21_22_23;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
vec4 Sharp(sampler2D tex, vec2 tc, vec4 xyp_1_2_3, vec4 xyp_5_10_15, vec4 xyp_6_7_8, vec4 xyp_9_14_9, vec4 xyp_11_12_13, vec4 xyp_16_17_18, vec4 xyp_21_22_23){
/*
Mask for algorhithm
+-----+-----+-----+-----+-----+
| | 1 | 2 | 3 | |
+-----+-----+-----+-----+-----+
| 5 | 6 | 7 | 8 | 9 |
+-----+-----+-----+-----+-----+
| 10 | 11 | 12 | 13 | 14 |
+-----+-----+-----+-----+-----+
| 15 | 16 | 17 | 18 | 19 |
+-----+-----+-----+-----+-----+
| | 21 | 22 | 23 | |
+-----+-----+-----+-----+-----+
*/
// Get mask values by performing texture lookup with the uniform sampler
vec3 P1 = texture(Source, xyp_1_2_3.xw ).rgb;
vec3 P2 = texture(Source, xyp_1_2_3.yw ).rgb;
vec3 P3 = texture(Source, xyp_1_2_3.zw ).rgb;
vec3 P6 = texture(Source, xyp_6_7_8.xw ).rgb;
vec3 P7 = texture(Source, xyp_6_7_8.yw ).rgb;
vec3 P8 = texture(Source, xyp_6_7_8.zw ).rgb;
vec3 P11 = texture(Source, xyp_11_12_13.xw).rgb;
vec3 P12 = texture(Source, xyp_11_12_13.yw).rgb;
vec3 P13 = texture(Source, xyp_11_12_13.zw).rgb;
vec3 P16 = texture(Source, xyp_16_17_18.xw).rgb;
vec3 P17 = texture(Source, xyp_16_17_18.yw).rgb;
vec3 P18 = texture(Source, xyp_16_17_18.zw).rgb;
vec3 P21 = texture(Source, xyp_21_22_23.xw).rgb;
vec3 P22 = texture(Source, xyp_21_22_23.yw).rgb;
vec3 P23 = texture(Source, xyp_21_22_23.zw).rgb;
vec3 P5 = texture(Source, xyp_5_10_15.xy ).rgb;
vec3 P10 = texture(Source, xyp_5_10_15.xz ).rgb;
vec3 P15 = texture(Source, xyp_5_10_15.xw ).rgb;
vec3 P9 = texture(Source, xyp_9_14_9.xy ).rgb;
vec3 P14 = texture(Source, xyp_9_14_9.xz ).rgb;
vec3 P19 = texture(Source, xyp_9_14_9.xw ).rgb;
// Store luminance values of each point in groups of 4
// so that we may operate on all four corners at once
vec4 p7 = lum_to(P7, P11, P17, P13);
vec4 p8 = lum_to(P8, P6, P16, P18);
vec4 p11 = p7.yzwx; // P11, P17, P13, P7
vec4 p12 = lum_to(P12, P12, P12, P12);
vec4 p13 = p7.wxyz; // P13, P7, P11, P17
vec4 p14 = lum_to(P14, P2, P10, P22);
vec4 p16 = p8.zwxy; // P16, P18, P8, P6
vec4 p17 = p7.zwxy; // P17, P13, P7, P11
vec4 p18 = p8.wxyz; // P18, P8, P6, P16
vec4 p19 = lum_to(P19, P3, P5, P21);
vec4 p22 = p14.wxyz; // P22, P14, P2, P10
vec4 p23 = lum_to(P23, P9, P1, P15);
// Scale current texel coordinate to [0..1]
vec2 fp = fract(tc * params.SourceSize.xy);
// Determine amount of "smoothing" or mixing that could be done on texel corners
vec4 ma45 = smoothstep(C45 - M45, C45 + M45, Ai * fp.y + B45 * fp.x);
vec4 ma30 = smoothstep(C30 - M30, C30 + M30, Ai * fp.y + B30 * fp.x);
vec4 ma60 = smoothstep(C60 - M60, C60 + M60, Ai * fp.y + B60 * fp.x);
vec4 marn = smoothstep(C45 - M45 + Mshift, C45 + M45 + Mshift, Ai * fp.y + B45 * fp.x);
// Perform edge weight calculations
vec4 e45 = lum_wd(p12, p8, p16, p18, p22, p14, p17, p13);
vec4 econt = lum_wd(p17, p11, p23, p13, p7, p19, p12, p18);
vec4 e30 = lum_df(p13, p16);
vec4 e60 = lum_df(p8, p17);
// Calculate rule results for interpolation
bvec4 r45_1 = _and_(notEqual(p12, p13), notEqual(p12, p17));
bvec4 r45_2 = _and_(not(lum_eq(p13, p7)), not(lum_eq(p13, p8)));
bvec4 r45_3 = _and_(not(lum_eq(p17, p11)), not(lum_eq(p17, p16)));
bvec4 r45_4_1 = _and_(not(lum_eq(p13, p14)), not(lum_eq(p13, p19)));
bvec4 r45_4_2 = _and_(not(lum_eq(p17, p22)), not(lum_eq(p17, p23)));
bvec4 r45_4 = _and_(lum_eq(p12, p18), _or_(r45_4_1, r45_4_2));
bvec4 r45_5 = _or_(lum_eq(p12, p16), lum_eq(p12, p8));
bvec4 r45 = _and_(r45_1, _or_(_or_(_or_(r45_2, r45_3), r45_4), r45_5));
bvec4 r30 = _and_(notEqual(p12, p16), notEqual(p11, p16));
bvec4 r60 = _and_(notEqual(p12, p8), notEqual(p7, p8));
// Combine rules with edge weights
bvec4 edr45 = _and_(lessThan(e45, econt), r45);
bvec4 edrrn = lessThanEqual(e45, econt);
bvec4 edr30 = _and_(lessThanEqual(coef * e30, e60), r30);
bvec4 edr60 = _and_(lessThanEqual(coef * e60, e30), r60);
// Finalize interpolation rules and cast to float (0.0 for false, 1.0 for true)
vec4 final45 = vec4(_and_(_and_(not(edr30), not(edr60)), edr45));
vec4 final30 = vec4(_and_(_and_(edr45, not(edr60)), edr30));
vec4 final60 = vec4(_and_(_and_(edr45, not(edr30)), edr60));
vec4 final36 = vec4(_and_(_and_(edr60, edr30), edr45));
vec4 finalrn = vec4(_and_(not(edr45), edrrn));
// Determine the color to mix with for each corner
vec4 px = step(lum_df(p12, p17), lum_df(p12, p13));
// Determine the mix amounts by combining the final rule result and corresponding
// mix amount for the rule in each corner
vec4 mac = final36 * max(ma30, ma60) + final30 * ma30 + final60 * ma60 + final45 * ma45 + finalrn * marn;
/*
Calculate the resulting color by traversing clockwise and counter-clockwise around
the corners of the texel
Finally choose the result that has the largest difference from the texel's original
color
*/
vec3 res1 = P12;
res1 = mix(res1, mix(P13, P17, px.x), mac.x);
res1 = mix(res1, mix(P7, P13, px.y), mac.y);
res1 = mix(res1, mix(P11, P7, px.z), mac.z);
res1 = mix(res1, mix(P17, P11, px.w), mac.w);
vec3 res2 = P12;
res2 = mix(res2, mix(P17, P11, px.w), mac.w);
res2 = mix(res2, mix(P11, P7, px.z), mac.z);
res2 = mix(res2, mix(P7, P13, px.y), mac.y);
res2 = mix(res2, mix(P13, P17, px.x), mac.x);
return vec4(mix(res1, res2, step(c_df(P12, res1), c_df(P12, res2))), 1.0);
}
vec4 Smooth(sampler2D tex, vec2 tc){
// single-pass gaussian blur from mrharicot https://www.shadertoy.com/view/XdfGDH
//declare stuff
const int mSize = 7;
int kSize = (mSize-1)/2;
float kernel[mSize];
vec3 final_colour = vec3(0.0);
//create the 1-D kernel
float sigma = 7.0;
float Z = 0.0;
for (int j = 0; j <= kSize; ++j)
{
kernel[kSize+j] = kernel[kSize-j] = normpdf(float(j), sigma);
}
//get the normalization factor (as the gaussian has been clamped)
for (int j = 0; j < mSize; ++j)
{
Z += kernel[j];
}
//read out the texels
for (int i=-kSize; i <= kSize; ++i)
{
for (int j=-kSize; j <= kSize; ++j)
{
final_colour += kernel[kSize+j]*kernel[kSize+i]*texture(Source, ((tc.xy * params.OutputSize.xy).xy+vec2(float(i),float(j))) / params.OutputSize.xy).rgb;
}
}
return vec4(final_colour/(Z*Z), 1.0);
}
void main()
{
float test = IsEdge(Source, tc);
vec4 hybrid = vec4(0.0);
hybrid = (test < 0.5) ? Smooth(Source, tc) : Sharp(Source, tc, xyp_1_2_3, xyp_5_10_15, xyp_6_7_8, xyp_9_14_9, xyp_11_12_13, xyp_16_17_18, xyp_21_22_23);
// vec4 hybrid = mix(Smooth, Sharp, test);
FragColor = hybrid;
}