mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +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
4.1 KiB
Plaintext
169 lines
4.1 KiB
Plaintext
#version 450
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/*
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Scale2xSFX
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by Sp00kyFox, 2015
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Filter: Nearest
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Scale: 2x
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Scale2SFX improves upon the original Scale2x (aka EPX) by avoiding the occurence of artifacts.
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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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float YTR;
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float UTR;
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float VTR;
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} params;
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#pragma parameter YTR "SCALE2xSFX Y Threshold" 48.0 0.0 255.0 1.0
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#pragma parameter UTR "SCALE2xSFX U Threshold" 7.0 0.0 255.0 1.0
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#pragma parameter VTR "SCALE2xSFX V Threshold" 6.0 0.0 255.0 1.0
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#define YTR params.YTR
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#define UTR params.UTR
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#define VTR params.VTR
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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 saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(a,b,c) mix(a,b,c)
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#define mul(a,b) (b*a)
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#define fmod(c,d) mod(c,d)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define float4x3 mat4x3
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#define decal Source
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const float3x3 YUV = float3x3(0.299, -0.168736, 0.5, 0.587, -0.331264, -0.418688, 0.114, 0.5, -0.081312); // transponed
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float3 thresh = float3(YTR, UTR, VTR)/255.0;
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bool eq(float3 A, float3 B){
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return (A==B);
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}
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bool neq(float3 A, float3 B){
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return (A!=B);
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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 texCoord;
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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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void main()
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{
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gl_Position = global.MVP * Position;
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texCoord = TexCoord;
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float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1 = texCoord.xxxy + float4(-dx, 0, dx,-dy); // A, B, C
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t2 = texCoord.xxxy + float4(-dx, 0, dx, 0); // D, E, F
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t3 = texCoord.xxxy + float4(-dx, 0, dx, dy); // G, H, I
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t4 = texCoord.xyxy + float4( 0,-2*dy,-2*dx, 0); // J, K
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t5 = texCoord.xyxy + float4( 2*dx, 0, 0, 2*dy); // L, M
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texCoord;
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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 = 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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// subpixel determination
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float2 fp = floor(2.0 * frac(texCoord*params.SourceSize.xy));
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/*
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J
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A B C E0 E1
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K D E F L E2 E3
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G H I
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M
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*/
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// reading the texels & colorspace conversion
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float3 b = tex2D(decal, t1.yw).xyz;
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float3 d = tex2D(decal, t2.xw).xyz;
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float3 e = tex2D(decal, t2.yw).xyz;
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float3 f = tex2D(decal, t2.zw).xyz;
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float3 h = tex2D(decal, t3.yw).xyz;
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float4x3 tmp = mul(float4x3(b,d,e,f), YUV);
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float3 B = tmp[0], D = tmp[1], E = tmp[2], F = tmp[3], H = mul(h, YUV);
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float3 A = tex2D(decal, t1.xw).xyz;
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float3 C = tex2D(decal, t1.zw).xyz;
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float3 G = tex2D(decal, t3.xw).xyz;
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float3 I = tex2D(decal, t3.zw).xyz;
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tmp = mul(float4x3(A,C,G,I), YUV);
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A = tmp[0], C = tmp[1], G = tmp[2], I = tmp[3];
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float3 J = tex2D(decal, t4.xy).xyz;
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float3 K = tex2D(decal, t4.zw).xyz;
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float3 L = tex2D(decal, t5.xy).xyz;
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float3 M = tex2D(decal, t5.zw).xyz;
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tmp = mul(float4x3(J,K,L,M), YUV);
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J = tmp[0], K = tmp[1], L = tmp[2], M = tmp[3];
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// parent condition
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bool par0 = neq(B,F) && neq(D,H);
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bool par1 = neq(B,D) && neq(F,H);
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// equality checks
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bool AE = eq(A,E), CE = eq(C,E), EG = eq(E,G), EI = eq(E,I);
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// artifact prevention
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bool art0 = CE || EG;
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bool art1 = AE || EI;
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// rules
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float3 E0 = eq(B,D) && par0 && (!AE || art0 || eq(A,J) || eq(A,K)) ? 0.5*(b+d) : e;
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float3 E1 = eq(B,F) && par1 && (!CE || art1 || eq(C,J) || eq(C,L)) ? 0.5*(b+f) : e;
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float3 E2 = eq(D,H) && par1 && (!EG || art1 || eq(G,K) || eq(G,M)) ? 0.5*(h+d) : e;
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float3 E3 = eq(F,H) && par0 && (!EI || art0 || eq(I,L) || eq(I,M)) ? 0.5*(h+f) : e;
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// subpixel output
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FragColor = vec4(fp.y == 0 ? (fp.x == 0 ? E0 : E1) : (fp.x == 0 ? E2 : E3), 1.0);
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} |