mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-29 19:01:31 +11:00
f0927ba3b0
- Add CUT shaders. A kind of DDT shaders with some useful params to control interpolation; - Fix DDT shaders (broken when porting from Cg to Slang). Courtesy of guest.r
191 lines
6.3 KiB
Plaintext
191 lines
6.3 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
MIT License
|
|
|
|
Copyright (c) 2022 Filippo Scognamiglio
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in all
|
|
copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
SOFTWARE.
|
|
*/
|
|
|
|
/*
|
|
Code ported by Hyllian from:
|
|
https://github.com/Swordfish90/cheap-upscaling-triangulation
|
|
*/
|
|
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float USE_DYNAMIC_SHARPNESS;
|
|
float USE_SHARPENING_BIAS;
|
|
float DYNAMIC_SHARPNESS_MIN;
|
|
float DYNAMIC_SHARPNESS_MAX;
|
|
float STATIC_SHARPNESS;
|
|
} params;
|
|
|
|
// set to 1.0 to use dynamic sharpening
|
|
#pragma parameter USE_DYNAMIC_SHARPNESS "Dynamic Sharpness [ 0FF | ON ]" 1.0 0.0 1.0 1.0
|
|
|
|
// Set to 1.0 to bias the interpolation towards sharpening
|
|
#pragma parameter USE_SHARPENING_BIAS "Sharpness Bias [ 0FF | ON ]" 0.0 0.0 1.0 1.0
|
|
|
|
// Minimum amount of sharpening in range [0.0, 1.0]
|
|
#pragma parameter DYNAMIC_SHARPNESS_MIN "Dynamic Sharpness Min" 0.0 0.0 1.0 0.1
|
|
|
|
// Maximum amount of sharpening in range [0.0, 1.0]
|
|
#pragma parameter DYNAMIC_SHARPNESS_MAX "Dynamic Sharpness Max" 0.8 0.0 1.0 0.1
|
|
|
|
// If USE_DYNAMIC_SHARPNESS is 0 apply this static sharpness
|
|
#pragma parameter STATIC_SHARPNESS "Static Sharpness" 0.2 0.0 1.0 0.1
|
|
|
|
#define USE_DYNAMIC_SHARPNESS params.USE_DYNAMIC_SHARPNESS
|
|
#define USE_SHARPENING_BIAS params.USE_SHARPENING_BIAS
|
|
#define DYNAMIC_SHARPNESS_MIN (params.DYNAMIC_SHARPNESS_MIN * 0.5)
|
|
#define DYNAMIC_SHARPNESS_MAX (params.DYNAMIC_SHARPNESS_MAX * 0.5)
|
|
#define STATIC_SHARPNESS (params.STATIC_SHARPNESS * 0.5)
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
|
|
float luma(vec3 v)
|
|
{
|
|
return v.g;
|
|
}
|
|
|
|
float linearStep(float edge0, float edge1, float t)
|
|
{
|
|
return clamp((t - edge0) / (edge1 - edge0), 0.0, 1.0);
|
|
}
|
|
|
|
float sharpSmooth(float t, float sharpness)
|
|
{
|
|
return linearStep(sharpness, 1.0 - sharpness, t);
|
|
}
|
|
|
|
vec3 quadBilinear(vec3 a, vec3 b, vec3 c, vec3 d, vec2 p, float sharpness)
|
|
{
|
|
float x = sharpSmooth(p.x, sharpness);
|
|
float y = sharpSmooth(p.y, sharpness);
|
|
return mix(mix(a, b, x), mix(c, d, x), y);
|
|
}
|
|
|
|
// Fast computation of barycentric coordinates only in the sub-triangle 1 2 4
|
|
vec3 fastBarycentric(vec2 p, float sharpness)
|
|
{
|
|
float l0 = sharpSmooth(1.0 - p.x - p.y, sharpness);
|
|
float l1 = sharpSmooth(p.x, sharpness);
|
|
return vec3(l0, l1, 1.0 - l0 - l1);
|
|
}
|
|
|
|
vec3 triangleInterpolate(vec3 t1, vec3 t2, vec3 t3, vec3 t4, vec2 c, float sharpness)
|
|
{
|
|
// Alter colors and coordinates to compute the other triangle.
|
|
bool altTriangle = 1.0 - c.x < c.y;
|
|
vec3 cornerColor = altTriangle ? t3 : t1;
|
|
vec2 triangleCoords = altTriangle ? vec2(1.0 - c.y, 1.0 - c.x) : c;
|
|
vec3 weights = fastBarycentric(triangleCoords, sharpness);
|
|
return weights.x * cornerColor + weights.y * t2 + weights.z * t4;
|
|
}
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out vec2 screenCoords;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord * 1.000001;
|
|
|
|
screenCoords = vTexCoord*params.SourceSize.xy - vec2(0.5);
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 screenCoords;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
float lmax, lmin, contrast;
|
|
float sharpness = STATIC_SHARPNESS;
|
|
|
|
vec2 relativeCoords = floor(screenCoords);
|
|
vec2 c1 = ((relativeCoords + vec2(0.0, 0.0)) + vec2(0.5)) / params.SourceSize.xy;
|
|
vec2 c2 = ((relativeCoords + vec2(1.0, 0.0)) + vec2(0.5)) / params.SourceSize.xy;
|
|
vec2 c3 = ((relativeCoords + vec2(1.0, 1.0)) + vec2(0.5)) / params.SourceSize.xy;
|
|
vec2 c4 = ((relativeCoords + vec2(0.0, 1.0)) + vec2(0.5)) / params.SourceSize.xy;
|
|
|
|
vec3 t1 = texture(Source, c1).rgb;
|
|
vec3 t2 = texture(Source, c2).rgb;
|
|
vec3 t3 = texture(Source, c3).rgb;
|
|
vec3 t4 = texture(Source, c4).rgb;
|
|
|
|
float l1 = luma(t1);
|
|
float l2 = luma(t2);
|
|
float l3 = luma(t3);
|
|
float l4 = luma(t4);
|
|
|
|
if (USE_DYNAMIC_SHARPNESS == 1.0)
|
|
{
|
|
lmax = max(max(l1, l2), max(l3, l4));
|
|
lmin = min(min(l1, l2), min(l3, l4));
|
|
contrast = (lmax - lmin) / (lmax + lmin + 0.05);
|
|
|
|
if (USE_SHARPENING_BIAS == 1.0)
|
|
contrast = sqrt(contrast);
|
|
|
|
sharpness = mix(DYNAMIC_SHARPNESS_MIN, DYNAMIC_SHARPNESS_MAX, contrast);
|
|
}
|
|
|
|
vec2 pxCoords = fract(screenCoords);
|
|
|
|
float diagonal1Strength = abs(l1 - l3);
|
|
float diagonal2Strength = abs(l2 - l4);
|
|
|
|
// Alter colors and coordinates to compute the other triangulation.
|
|
bool altTriangulation = diagonal1Strength < diagonal2Strength;
|
|
|
|
vec3 cd = triangleInterpolate(
|
|
altTriangulation ? t2 : t1,
|
|
altTriangulation ? t3 : t2,
|
|
altTriangulation ? t4 : t3,
|
|
altTriangulation ? t1 : t4,
|
|
altTriangulation ? vec2(pxCoords.y, 1.0 - pxCoords.x) : pxCoords,
|
|
sharpness
|
|
);
|
|
|
|
float minDiagonal = min(diagonal1Strength, diagonal2Strength);
|
|
float maxDiagonal = max(diagonal1Strength, diagonal2Strength);
|
|
bool diagonal = minDiagonal * 4.0 + 0.05 < maxDiagonal;
|
|
|
|
vec3 final = diagonal ? cd : quadBilinear(t1, t2, t4, t3, pxCoords, sharpness);
|
|
|
|
FragColor = vec4(final, 1.0);
|
|
}
|