mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
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/
169 lines
5.9 KiB
Plaintext
169 lines
5.9 KiB
Plaintext
#version 450
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// HQ2x
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// by Lior Halphon
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// ported to slang by hunterk
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/* Based on this (really good) article: http://blog.pkh.me/p/19-butchering-hqx-scaling-filters.html */
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/*
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MIT License
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Copyright (c) 2015-2016 Lior Halphon
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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 all
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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 THE
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SOFTWARE.
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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 uResolution params.OutputSize.xy
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#define textureDimensions params.SourceSize.xy
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/* The colorspace used by the HQnx filters is not really YUV, despite the algorithm description claims it is. It is
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also not normalized. Therefore, we shall call the colorspace used by HQnx "HQ Colorspace" to avoid confusion. */
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vec3 rgb_to_hq_colospace(vec4 rgb)
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{
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return vec3( 0.250 * rgb.r + 0.250 * rgb.g + 0.250 * rgb.b,
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0.250 * rgb.r - 0.000 * rgb.g - 0.250 * rgb.b,
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-0.125 * rgb.r + 0.250 * rgb.g - 0.125 * rgb.b);
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}
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bool is_different(vec4 a, vec4 b)
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{
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vec3 diff = abs(rgb_to_hq_colospace(a) - rgb_to_hq_colospace(b));
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return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031;
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}
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#define P(m, r) ((pattern & (m)) == (r))
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vec4 interp_2px(vec4 c1, float w1, vec4 c2, float w2)
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{
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return (c1 * w1 + c2 * w2) / (w1 + w2);
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}
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vec4 interp_3px(vec4 c1, float w1, vec4 c2, float w2, vec4 c3, float w3)
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{
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return (c1 * w1 + c2 * w2 + c3 * w3) / (w1 + w2 + w3);
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}
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vec4 scale(sampler2D image, vec2 coord)
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{
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// o = offset, the width of a pixel
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vec2 o = 1.0 / textureDimensions;
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vec2 texCoord = coord;
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/* We always calculate the top left pixel. If we need a different pixel, we flip the image */
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// p = the position within a pixel [0...1]
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vec2 p = fract(texCoord * textureDimensions);
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if (p.x > 0.5) o.x = -o.x;
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if (p.y > 0.5) o.y = -o.y;
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vec4 w0 = texture(image, texCoord + vec2( -o.x, -o.y));
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vec4 w1 = texture(image, texCoord + vec2( 0, -o.y));
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vec4 w2 = texture(image, texCoord + vec2( o.x, -o.y));
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vec4 w3 = texture(image, texCoord + vec2( -o.x, 0));
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vec4 w4 = texture(image, texCoord + vec2( 0, 0));
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vec4 w5 = texture(image, texCoord + vec2( o.x, 0));
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vec4 w6 = texture(image, texCoord + vec2( -o.x, o.y));
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vec4 w7 = texture(image, texCoord + vec2( 0, o.y));
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vec4 w8 = texture(image, texCoord + vec2( o.x, o.y));
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int pattern = 0;
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if (is_different(w0, w4)) pattern |= 1;
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if (is_different(w1, w4)) pattern |= 2;
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if (is_different(w2, w4)) pattern |= 4;
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if (is_different(w3, w4)) pattern |= 8;
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if (is_different(w5, w4)) pattern |= 16;
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if (is_different(w6, w4)) pattern |= 32;
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if (is_different(w7, w4)) pattern |= 64;
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if (is_different(w8, w4)) pattern |= 128;
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if ((P(0xbf,0x37) || P(0xdb,0x13)) && is_different(w1, w5))
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return interp_2px(w4, 3.0, w3, 1.0);
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if ((P(0xdb,0x49) || P(0xef,0x6d)) && is_different(w7, w3))
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return interp_2px(w4, 3.0, w1, 1.0);
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if ((P(0x0b,0x0b) || P(0xfe,0x4a) || P(0xfe,0x1a)) && is_different(w3, w1))
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return w4;
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if ((P(0x6f,0x2a) || P(0x5b,0x0a) || P(0xbf,0x3a) || P(0xdf,0x5a) ||
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P(0x9f,0x8a) || P(0xcf,0x8a) || P(0xef,0x4e) || P(0x3f,0x0e) ||
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P(0xfb,0x5a) || P(0xbb,0x8a) || P(0x7f,0x5a) || P(0xaf,0x8a) ||
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P(0xeb,0x8a)) && is_different(w3, w1))
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return interp_2px(w4, 3.0, w0, 1.0);
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if (P(0x0b,0x08))
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return interp_3px(w4, 2.0, w0, 1.0, w1, 1.0);
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if (P(0x0b,0x02))
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return interp_3px(w4, 2.0, w0, 1.0, w3, 1.0);
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if (P(0x2f,0x2f))
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return interp_3px(w4, 1.04, w3, 1.0, w1, 1.0);
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if (P(0xbf,0x37) || P(0xdb,0x13))
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return interp_3px(w4, 5.0, w1, 2.0, w3, 1.0);
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if (P(0xdb,0x49) || P(0xef,0x6d))
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return interp_3px(w4, 5.0, w3, 2.0, w1, 1.0);
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if (P(0x1b,0x03) || P(0x4f,0x43) || P(0x8b,0x83) || P(0x6b,0x43))
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return interp_2px(w4, 3.0, w3, 1.0);
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if (P(0x4b,0x09) || P(0x8b,0x89) || P(0x1f,0x19) || P(0x3b,0x19))
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return interp_2px(w4, 3.0, w1, 1.0);
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if (P(0x7e,0x2a) || P(0xef,0xab) || P(0xbf,0x8f) || P(0x7e,0x0e))
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return interp_3px(w4, 2.0, w3, 3.0, w1, 3.0);
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if (P(0xfb,0x6a) || P(0x6f,0x6e) || P(0x3f,0x3e) || P(0xfb,0xfa) ||
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P(0xdf,0xde) || P(0xdf,0x1e))
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return interp_2px(w4, 3.0, w0, 1.0);
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if (P(0x0a,0x00) || P(0x4f,0x4b) || P(0x9f,0x1b) || P(0x2f,0x0b) ||
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P(0xbe,0x0a) || P(0xee,0x0a) || P(0x7e,0x0a) || P(0xeb,0x4b) ||
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P(0x3b,0x1b))
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return interp_3px(w4, 2.0, w3, 1.0, w1, 1.0);
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return interp_3px(w4, 6.0, w3, 1.0, w1, 1.0);
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}
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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 * 1.0001;
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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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FragColor = scale(Source, vTexCoord);
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} |