slang-shaders/xbr/shaders/super-xbr/super-2xbr-3d-pass1.slang
2017-04-07 15:00:42 -05:00

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#version 450
/*
******* Super XBR 3D Shader - pass1 *******
Copyright (c) 2016 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.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
const float XBR_EDGE_STR = 0.0;
const float XBR_WEIGHT = 0.0;
const float XBR_ANTI_RINGING = 0.0;
#define mul(a,b) (b*a)
#define XBR_RES 2.0
#define wp1 1.0
#define wp2 0.0
#define wp3 0.0
#define wp4 2.0
#define wp5 -1.0
#define wp6 0.0
#define weight1 (XBR_WEIGHT*1.75068/10.0)
#define weight2 (XBR_WEIGHT*1.29633/10.0/2.0)
const vec3 Y = vec3(.2126, .7152, .0722);
const vec3 dtt = vec3(65536.,255.,1.);
vec4 reduce4(vec3 A, vec3 B, vec3 C, vec3 D)
{
return mul(mat4x3(A, B, C, D), dtt);
}
float RGBtoYUV(vec3 color)
{
return dot(color, Y);
}
float df(float A, float B)
{
return abs(A-B);
}
bool eq(float A, float B)
{
return (df(A, B) < 15.0);
}
/*
P1
|P0|B |C |P1| C F4 |a0|b1|c2|d3|
|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
G H5
P2
*/
float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3)
{
return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3)));
}
float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4)
{
return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) + wp3*(df(i1,e2)+df(i3,e4)+df(e1,i2)+df(e3,i4)));
}
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return min(a, min(b, min(c, d)));
}
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return max(a, max(b, max(c, d)));
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
void main()
{
//Skip pixels on wrong grid
vec2 dir = fract(vTexCoord*params.SourceSize.xy/XBR_RES) - vec2(0.5,0.5);
if ((dir.x*dir.y)>0.0){
FragColor = texture(Source, vTexCoord);
}else{
vec2 tex = (floor(vTexCoord*params.SourceSize.xy/XBR_RES) + vec2(0.5, 0.5))*XBR_RES/params.SourceSize.xy;
vec2 g1 = vec2((XBR_RES/2.0)/params.SourceSize.x, 0.0);
vec2 g2 = vec2(0.0, (XBR_RES/2.0)/params.SourceSize.y);
vec3 P0 = texture(Source, vTexCoord -3.0*g1 ).xyz;
vec3 P1 = texture(Source, vTexCoord -3.0*g2).xyz;
vec3 P2 = texture(Source, vTexCoord +3.0*g2).xyz;
vec3 P3 = texture(Source, vTexCoord +3.0*g1 ).xyz;
vec3 B = texture(Source, vTexCoord -2.0*g1 -g2).xyz;
vec3 C = texture(Source, vTexCoord -g1 -2.0*g2).xyz;
vec3 D = texture(Source, vTexCoord -2.0*g1 +g2).xyz;
vec3 E = texture(Source, vTexCoord -g1 ).xyz;
vec3 F = texture(Source, vTexCoord -g2).xyz;
vec3 G = texture(Source, vTexCoord -g1 +2.0*g2).xyz;
vec3 H = texture(Source, vTexCoord +g2).xyz;
vec3 I = texture(Source, vTexCoord +g1 ).xyz;
vec3 F4 = texture(Source,vTexCoord +g1 -2.0*g2).xyz;
vec3 I4 = texture(Source,vTexCoord +2.0*g1 -g2).xyz;
vec3 H5 = texture(Source,vTexCoord +g1 +2.0*g2).xyz;
vec3 I5 = texture(Source,vTexCoord +2.0*g1 +g2).xyz;
vec3 A = texture(Source, vTexCoord).xyz;
g1 *= 2.0;
g2 *= 2.0;
vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz;
vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz;
vec4 f0 = reduce4(F6, F7, F8, F9);
vec4 h0 = reduce4(H6, H7, H8, H9);
bool block_3d = ((f0.xyz==f0.yzw) && (h0.xyz==h0.yzw));
float b = RGBtoYUV( B );
float c = RGBtoYUV( C );
float d = RGBtoYUV( D );
float e = RGBtoYUV( E );
float f = RGBtoYUV( F );
float g = RGBtoYUV( G );
float h = RGBtoYUV( H );
float i = RGBtoYUV( I );
float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 );
float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 );
float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 );
float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 );
/* Calc edgeness in diagonal directions. */
float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 ));
/* Calc edgeness in horizontal/vertical directions. */
float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4));
float limits = XBR_EDGE_STR + 0.000001;
float edge_strength = smoothstep(0.0, limits, abs(d_edge));
/* Filter weights. Two taps only. */
vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1);
vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2);
/* Filtering and normalization in four direction generating four colors. */
vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 ));
vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 ));
vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4));
vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5));
bool ir_lv1 = (((e!=f) && (e!=h)) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) );
/* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */
vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1 - edge_strength);
/* Anti-ringing code. */
vec3 min_sample = min4( E, F, H, I ) + (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
vec3 max_sample = max4( E, F, H, I ) - (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
color = clamp(color, min_sample, max_sample);
color = block_3d ? color : A;
FragColor = vec4(color, 1.0);
}
}