mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
d2788f7cf3
- xBR folder reorganized; - All main presets work with gamma corrected; - Other Presets folder created for historical reasons.
310 lines
9.6 KiB
Plaintext
310 lines
9.6 KiB
Plaintext
#version 450
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/*
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Hyllian's xBR-lv3 - pass0 Shader
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Copyright (C) 2011-2022 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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Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
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*/
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layout(push_constant) uniform Push
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{
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float SMALL_DETAILS;
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float WP4;
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float KA;
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float XBR_EQ_THRESHOLD;
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float FD;
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} params;
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#pragma parameter SMALL_DETAILS "XBR - MODE (VANILLA | SMALL DETAILS)" 0.0 0.0 1.0 1.0
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#pragma parameter WP4 "XBR - SMOOTHNESS LOCAL WEIGHT" 1.0 0.0 1.0 0.2
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#pragma parameter KA "XBR - SMOOTHNESS THRESHOLD" 1.0 0.0 1.0 0.05
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#pragma parameter XBR_EQ_THRESHOLD "XBR - COLOR DISTINCTION THRESHOLD" 0.26 0.0 1.0 0.01
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#pragma parameter FD "XBR - DITHERING/SMOOTHNESS COMPROMISE (MEDIUM | HIGH)" 0.0 0.0 1.0 1.0
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#define SMALL_DETAILS params.SMALL_DETAILS
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#define WP4 (5.0*params.WP4)
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#define KA (6.0-5.0*params.KA)
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#define XBR_EQ_THRESHOLD params.XBR_EQ_THRESHOLD
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#define FD (1.0-params.FD)
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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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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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} global;
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// Uncomment just one of the three params below to choose the corner detection
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//#define CORNER_A
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//#define CORNER_B
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#define CORNER_C
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#define XBR_EQ_THRESHOLD2 0.02
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#define lv2_cf 2.4
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define round(X) floor((X)+0.5)
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const vec3 v2f = vec3( 65536, 256, 1); // vec to float encode
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const vec4 zip = vec4( 1.0, 2.0, 4.0, 8.0);
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const vec4 zip2 = vec4( 16.0, 32.0, 64.0, 128.0);
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const vec4 low = vec4( 0.0, 0.0, 0.0, 0.0);
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const vec4 high = vec4(255.0, 255.0, 255.0, 255.0);
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const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
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const vec3 Ysd = vec3( 0.299, 0.587, 0.114);
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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 vec4 t2;
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layout(location = 3) out vec4 t3;
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layout(location = 4) out vec4 t4;
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layout(location = 5) out vec4 t5;
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layout(location = 6) out vec4 t6;
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layout(location = 7) out vec4 t7;
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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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vTexCoord = TexCoord * 1.0001;
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float dx = global.SourceSize.z;
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float dy = global.SourceSize.w;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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t1 = vTexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
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t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
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t3 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
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t4 = vTexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
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t5 = vTexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
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t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
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t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
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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 vec4 t2;
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layout(location = 3) in vec4 t3;
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layout(location = 4) in vec4 t4;
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layout(location = 5) in vec4 t5;
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layout(location = 6) in vec4 t6;
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layout(location = 7) in vec4 t7;
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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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vec4 remapTo01(vec4 v, vec4 low, vec4 high)
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{
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return saturate((v - low)/(high-low));
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}
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// Return if A components are less than or equal B ones.
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vec4 LTE(vec4 A, vec4 B)
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{
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return step(A, B);
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}
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// Return if A components are less than B ones.
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vec4 LT(vec4 A, vec4 B)
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{
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return vec4(lessThan(A, B));
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}
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// Return logically inverted vector components. BEWARE: Only works with 0.0 or 1.0 components.
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vec4 NOT(vec4 A)
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{
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return (vec4(1.0) - A);
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}
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// Compare two vectors and return their components are different.
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vec4 diff(vec4 A, vec4 B)
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{
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return vec4(notEqual(A, B));
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}
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float dist(vec3 A, vec3 B)
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{
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return dot(abs(A-B), Y);
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}
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// Calculate color distance between two vectors of four pixels
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vec4 dist4(mat4x3 A, mat4x3 B)
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{
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return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
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}
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// Tests if color components are under a threshold. In this case they are considered 'equal'.
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vec4 eq(mat4x3 A, mat4x3 B)
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{
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return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD)));
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}
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vec4 eq2(mat4x3 A, mat4x3 B)
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{
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return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD2)));
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}
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// Determine if two vector components are NOT equal based on a threshold.
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vec4 neq(mat4x3 A, mat4x3 B)
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{
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return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
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}
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// Calculate weighted distance among pixels in some directions.
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vec4 weighted_distance(mat4x3 a, mat4x3 b, mat4x3 c, mat4x3 d, mat4x3 e, mat4x3 f, mat4x3 g, mat4x3 h)
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{
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if (SMALL_DETAILS < 0.5)
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{
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return ( FD * ( dist4(a,b) + dist4(a,c)) * (dist4(d,e) + dist4(d,f) ) + WP4 * dist4(g,h) );
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}
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else
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{
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return ( FD * ( dist4(a,b) + dist4(a,c) + dist4(d,e) + dist4(d,f) - dist4(c,e) - dist4(b,f) ) + WP4 * dist4(g,h) );
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}
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}
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void main()
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{
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vec4 edri, edr, edr_l, edr_u, edr3_l, edr3_u; // edr = edge detection rule, l = left, u = up.
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vec4 irlv0, irlv1, irlv2l, irlv2u, irlv3l, irlv3u; // ir = interpolation restriction
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vec3 A1 = texture(Source, t1.xw).rgb;
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vec3 B1 = texture(Source, t1.yw).rgb;
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vec3 C1 = texture(Source, t1.zw).rgb;
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vec3 A = texture(Source, t2.xw).rgb;
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vec3 B = texture(Source, t2.yw).rgb;
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vec3 C = texture(Source, t2.zw).rgb;
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vec3 D = texture(Source, t3.xw).rgb;
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vec3 E = texture(Source, t3.yw).rgb;
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vec3 F = texture(Source, t3.zw).rgb;
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vec3 G = texture(Source, t4.xw).rgb;
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vec3 H = texture(Source, t4.yw).rgb;
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vec3 I = texture(Source, t4.zw).rgb;
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vec3 G5 = texture(Source, t5.xw).rgb;
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vec3 H5 = texture(Source, t5.yw).rgb;
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vec3 I5 = texture(Source, t5.zw).rgb;
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vec3 A0 = texture(Source, t6.xy).rgb;
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vec3 D0 = texture(Source, t6.xz).rgb;
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vec3 G0 = texture(Source, t6.xw).rgb;
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vec3 C4 = texture(Source, t7.xy).rgb;
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vec3 F4 = texture(Source, t7.xz).rgb;
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vec3 I4 = texture(Source, t7.xw).rgb;
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mat4x3 b = mat4x3(B, D, H, F);
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mat4x3 c = mat4x3(C, A, G, I);
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mat4x3 d = mat4x3(D, H, F, B);
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mat4x3 e = mat4x3(E, E, E, E);
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mat4x3 f = mat4x3(F, B, D, H);
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mat4x3 g = mat4x3(G, I, C, A);
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mat4x3 h = mat4x3(H, F, B, D);
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mat4x3 i = mat4x3(I, C, A, G);
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mat4x3 i4 = mat4x3(I4, C1, A0, G5);
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mat4x3 i5 = mat4x3(I5, C4, A1, G0);
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mat4x3 h5 = mat4x3(H5, F4, B1, D0);
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mat4x3 f4 = mat4x3(F4, B1, D0, H5);
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mat4x3 c4 = mat4x3(C4, A1, G0, I5);
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mat4x3 g5 = mat4x3(G5, I4, C1, A0);
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mat4x3 c1 = mat4x3(C1, A0, G5, I4);
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mat4x3 g0 = mat4x3(G0, I5, C4, A1);
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mat4x3 b1 = mat4x3(B1, D0, H5, F4);
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mat4x3 d0 = mat4x3(D0, H5, F4, B1);
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vec4 b_ = v2f * b;
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vec4 c_ = v2f * c;
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vec4 d_ = b_.yzwx;
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vec4 e_ = v2f * e;
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vec4 f_ = b_.wxyz;
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vec4 g_ = c_.zwxy;
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vec4 h_ = b_.zwxy;
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vec4 i_ = c_.wxyz;
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vec4 i4_ = v2f * i4;
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vec4 i5_ = v2f * i5;
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vec4 h5_ = v2f * h5;
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vec4 f4_ = h5_.yzwx;
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vec4 c4_ = i5_.yzwx;
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vec4 g5_ = i4_.wxyz;
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vec4 c1_ = i4_.yzwx;
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vec4 g0_ = i5_.wxyz;
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vec4 b1_ = h5_.zwxy;
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vec4 d0_ = h5_.wxyz;
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irlv0 = diff(e_, f_) * diff(e_, h_);
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irlv1 = irlv0;
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#ifdef CORNER_B
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irlv1 = saturate(irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
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#endif
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#ifdef CORNER_C
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irlv1 = saturate(irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
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#endif
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irlv2l = diff(e_, g_) * diff(d_, g_);
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irlv2u = diff(e_, c_) * diff(b_, c_);
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irlv3l = eq2(g,g0) * diff(d0_,g0_) * eq(e,c4);
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irlv3u = eq2(c,c1) * diff(b1_,c1_) * eq(e,g5);
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vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f );
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vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i );
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vec4 d_fg = dist4(f, g);
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vec4 d_hc = dist4(h, c);
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edri = LTE(wd1, wd2) * irlv0;
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edr = LT( KA*wd1, wd2) * irlv1 * NOT(edri.yzwx * edri.wxyz);
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edr_l = LTE( lv2_cf * d_fg, d_hc ) * irlv2l * edr * (NOT(edri.yzwx) * eq(e, c));
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edr_u = LTE( lv2_cf * d_hc, d_fg ) * irlv2u * edr * (NOT(edri.wxyz) * eq(e, g));
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edr3_l = irlv3l * edr_l;
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edr3_u = irlv3u * edr_u;
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vec4 px = LTE(dist4(e,f), dist4(e,h));
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vec4 info = zip * mat4( edr, edr_l, edr_u, edri);
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info += zip2 * mat4(edr3_l, edr3_u, px, vec4(0.0));
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FragColor = remapTo01(info, low, high);
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}
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