mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
b57ea11402
- New color distance function to improve IQ; - Merge noblend and aa shaders in same files; - Better param descriptions; - New param to switch between noblend and aa; - New lv1, lv2-multipass and lv3-9x.
282 lines
8.5 KiB
Plaintext
282 lines
8.5 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Hyllian's xBR-lv1 Shader
|
|
|
|
Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
|
|
|
|
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.
|
|
|
|
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float XBR_EQ_THRESHOLD;
|
|
float XBR_BLENDING;
|
|
} params;
|
|
|
|
#pragma parameter XBR_EQ_THRESHOLD "COLOR DISTINCTION THRESHOLD" 0.32 0.0 1.0 0.01
|
|
#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
|
|
|
|
#define XBR_EQ_THRESHOLD params.XBR_EQ_THRESHOLD
|
|
#define XBR_BLENDING params.XBR_BLENDING
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
// Uncomment just one of the three params below to choose the corner detection
|
|
//#define CORNER_A
|
|
//#define CORNER_B
|
|
#define CORNER_C
|
|
|
|
#define saturate(c) clamp(c, 0.0, 1.0)
|
|
|
|
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
|
|
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
|
|
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
|
|
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
|
|
|
|
const vec3 v2f = vec3( 65536, 256, 1); // vec to float encode
|
|
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
|
|
|
|
// Return if A components are less than or equal B ones.
|
|
vec4 LTE(vec4 A, vec4 B)
|
|
{
|
|
return step(A, B);
|
|
}
|
|
|
|
// Return if A components are less than B ones.
|
|
vec4 LT(vec4 A, vec4 B)
|
|
{
|
|
return vec4(lessThan(A, B));
|
|
}
|
|
|
|
// Return logically inverted vector components. BEWARE: Only works with 0.0 or 1.0 components.
|
|
vec4 NOT(vec4 A)
|
|
{
|
|
return (vec4(1.0) - A);
|
|
}
|
|
|
|
// Compare two vectors and return their components are different.
|
|
vec4 diff(vec4 A, vec4 B)
|
|
{
|
|
return vec4(notEqual(A, B));
|
|
}
|
|
|
|
float dist(vec3 A, vec3 B)
|
|
{
|
|
return dot(abs(A-B), Y);
|
|
}
|
|
|
|
// Calculate color distance between two vectors of four pixels
|
|
vec4 dist4(mat4x3 A, mat4x3 B)
|
|
{
|
|
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
|
|
}
|
|
|
|
// Tests if color components are under a threshold. In this case they are considered 'equal'.
|
|
vec4 eq(mat4x3 A, mat4x3 B)
|
|
{
|
|
return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD)));
|
|
}
|
|
|
|
// Determine if two vector components are NOT equal based on a threshold.
|
|
vec4 neq(mat4x3 A, mat4x3 B)
|
|
{
|
|
return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
|
|
}
|
|
|
|
// Calculate weighted distance among pixels in some directions.
|
|
vec4 weighted_distance(mat4x3 a, mat4x3 b, mat4x3 c, mat4x3 d, mat4x3 e, mat4x3 f, mat4x3 g, mat4x3 h)
|
|
{
|
|
return (dist4(a,b) + dist4(a,c) + dist4(d,e) + dist4(d,f) + 4.0*dist4(g,h));
|
|
}
|
|
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 texCoord;
|
|
layout(location = 1) out vec4 t1;
|
|
layout(location = 2) out vec4 t2;
|
|
layout(location = 3) out vec4 t3;
|
|
layout(location = 4) out vec4 t4;
|
|
layout(location = 5) out vec4 t5;
|
|
layout(location = 6) out vec4 t6;
|
|
layout(location = 7) out vec4 t7;
|
|
layout(location = 8) out float aa_factor;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
texCoord = TexCoord * 1.0001;
|
|
|
|
aa_factor = 2.0*params.OutputSize.z * params.SourceSize.x;
|
|
|
|
float dx = params.SourceSize.z;
|
|
float dy = params.SourceSize.w;
|
|
|
|
// A1 B1 C1
|
|
// A0 A B C C4
|
|
// D0 D E F F4
|
|
// G0 G H I I4
|
|
// G5 H5 I5
|
|
|
|
t1 = texCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
|
|
t2 = texCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
|
|
t3 = texCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
|
|
t4 = texCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
|
|
t5 = texCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
|
|
t6 = texCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
|
|
t7 = texCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 texCoord;
|
|
layout(location = 1) in vec4 t1;
|
|
layout(location = 2) in vec4 t2;
|
|
layout(location = 3) in vec4 t3;
|
|
layout(location = 4) in vec4 t4;
|
|
layout(location = 5) in vec4 t5;
|
|
layout(location = 6) in vec4 t6;
|
|
layout(location = 7) in vec4 t7;
|
|
layout(location = 8) in float aa_factor;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
vec4 edri, edr, px; // px = pixel, edr = edge detection rule
|
|
vec4 irlv0, irlv1;
|
|
vec4 fx; // inequations of straight lines.
|
|
vec3 res1, res2;
|
|
vec4 fx45i, fx45;
|
|
|
|
vec2 fp = fract(texCoord*params.SourceSize.xy);
|
|
|
|
vec3 A1 = texture(Source, t1.xw ).xyz;
|
|
vec3 B1 = texture(Source, t1.yw ).xyz;
|
|
vec3 C1 = texture(Source, t1.zw ).xyz;
|
|
vec3 A = texture(Source, t2.xw ).xyz;
|
|
vec3 B = texture(Source, t2.yw ).xyz;
|
|
vec3 C = texture(Source, t2.zw ).xyz;
|
|
vec3 D = texture(Source, t3.xw ).xyz;
|
|
vec3 E = texture(Source, t3.yw ).xyz;
|
|
vec3 F = texture(Source, t3.zw ).xyz;
|
|
vec3 G = texture(Source, t4.xw ).xyz;
|
|
vec3 H = texture(Source, t4.yw ).xyz;
|
|
vec3 I = texture(Source, t4.zw ).xyz;
|
|
vec3 G5 = texture(Source, t5.xw ).xyz;
|
|
vec3 H5 = texture(Source, t5.yw ).xyz;
|
|
vec3 I5 = texture(Source, t5.zw ).xyz;
|
|
vec3 A0 = texture(Source, t6.xy ).xyz;
|
|
vec3 D0 = texture(Source, t6.xz ).xyz;
|
|
vec3 G0 = texture(Source, t6.xw ).xyz;
|
|
vec3 C4 = texture(Source, t7.xy ).xyz;
|
|
vec3 F4 = texture(Source, t7.xz ).xyz;
|
|
vec3 I4 = texture(Source, t7.xw ).xyz;
|
|
|
|
mat4x3 b = mat4x3(B, D, H, F);
|
|
mat4x3 c = mat4x3(C, A, G, I);
|
|
mat4x3 d = mat4x3(D, H, F, B);
|
|
mat4x3 e = mat4x3(E, E, E, E);
|
|
mat4x3 f = mat4x3(F, B, D, H);
|
|
mat4x3 g = mat4x3(G, I, C, A);
|
|
mat4x3 h = mat4x3(H, F, B, D);
|
|
mat4x3 i = mat4x3(I, C, A, G);
|
|
|
|
mat4x3 i4 = mat4x3(I4, C1, A0, G5);
|
|
mat4x3 i5 = mat4x3(I5, C4, A1, G0);
|
|
mat4x3 h5 = mat4x3(H5, F4, B1, D0);
|
|
mat4x3 f4 = mat4x3(F4, B1, D0, H5);
|
|
|
|
vec4 b_ = v2f * b;
|
|
vec4 c_ = v2f * c;
|
|
vec4 d_ = b_.yzwx;
|
|
vec4 e_ = v2f * e;
|
|
vec4 f_ = b_.wxyz;
|
|
vec4 g_ = c_.zwxy;
|
|
vec4 h_ = b_.zwxy;
|
|
vec4 i_ = c_.wxyz;
|
|
|
|
vec4 i4_ = v2f * i4;
|
|
vec4 i5_ = v2f * i5;
|
|
vec4 h5_ = v2f * h5;
|
|
vec4 f4_ = h5_.yzwx;
|
|
|
|
// These inequations define the line below which interpolation occurs.
|
|
fx = ( Ao*fp.y + Bo*fp.x );
|
|
|
|
irlv0 = diff(e_,f_) * diff(e_,h_);
|
|
irlv1 = irlv0;
|
|
|
|
#ifdef CORNER_B
|
|
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
|
|
#endif
|
|
#ifdef CORNER_C
|
|
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)) );
|
|
#endif
|
|
|
|
if (XBR_BLENDING == 1.0) {
|
|
vec4 delta = vec4(aa_factor);
|
|
|
|
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
|
|
fx45 = saturate( 0.5 + (fx - Co ) / delta );
|
|
}
|
|
else {
|
|
fx45i = LT( Co + Ci, fx );
|
|
fx45 = LT( Co, fx );
|
|
}
|
|
|
|
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
|
|
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
|
|
|
|
edri = LTE(wd1, wd2) * irlv0;
|
|
edr = LT( wd1, wd2) * irlv1 * NOT(edri.yzwx * edri.wxyz);
|
|
|
|
fx45i = edri * fx45i;
|
|
fx45 = edr * fx45;
|
|
|
|
px = LTE(dist4(e,f), dist4(e,h));
|
|
|
|
vec4 maximos = max(fx45, fx45i);
|
|
|
|
res1 = mix(E, mix(H, F, px.x), maximos.x);
|
|
res2 = mix(E, mix(B, D, px.z), maximos.z);
|
|
|
|
vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
|
|
|
res1 = mix(E, mix(F, B, px.y), maximos.y);
|
|
res2 = mix(E, mix(D, H, px.w), maximos.w);
|
|
|
|
vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
|
|
|
vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
|
|
|
|
FragColor = vec4(res, 1.0);
|
|
}
|