mirror of
https://github.com/italicsjenga/slang-shaders.git
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236 lines
8.7 KiB
Plaintext
236 lines
8.7 KiB
Plaintext
#version 450
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/*
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Hyllian's xBR-lv3-noblend shader - ported to GLSL by guest.r
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Copyright (C) 2011/2016 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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*/
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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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// 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 CORNER_D
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#define XBR_EQ_THRESHOLD 0.6
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#define XBR_EQ_THRESHOLD2 0.01
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#define XBR_LV2_COEFFICIENT 2.0
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const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
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//const vec2 OGLSize = vec2( 1024.0, 512.0); // replace with params.SourceSize.xy
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//const vec2 OGLInvSize = vec2( 0.0009765625, 0.001953125); // replace with params.SourceSize.zw
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const vec2 dx = vec2( 0.0009765625, 0.0);
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const vec2 dy = vec2( 0.0, 0.001953125 );
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const vec2 x2 = vec2( 0.001953125 , 0.0);
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const vec2 y2 = vec2( 0.0 , 0.00390625 );
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const vec4 xy = vec4( 0.0009765625, 0.001953125,-0.0009765625,-0.001953125);
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const vec4 zw = vec4( 0.001953125 , 0.001953125,-0.001953125 ,-0.001953125);
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const vec4 wz = vec4( 0.0009765625, 0.00390625 ,-0.0009765625,-0.00390625 );
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vec4 noteq(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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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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vec4 df(vec4 A, vec4 B)
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{
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return abs(A-B);
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}
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vec4 eq(vec4 A, vec4 B)
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{
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return vec4(lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD)));
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}
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vec4 eq2(vec4 A, vec4 B)
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{
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return vec4(lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD2)));
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}
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vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
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{
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return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
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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;
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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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vec4 edr, edri, edr_left, edr_up, edr3_left, edr3_up; // px = pixel, edr = edge detection rule
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vec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up, interp_restriction_lv3_left, interp_restriction_lv3_up;
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vec4 fx, fx_left, fx_up, final_fx, fx3_left, fx3_up; // inequations of straight lines.
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bvec4 nc, px;
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vec2 fp = fract(vTexCoord.xy*params.SourceSize.xy);
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vec2 TexCoord_0 = vTexCoord.xy-fp*params.SourceSize.zw + 0.5*params.SourceSize.zw;
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vec3 A = texture(Source, TexCoord_0 + xy.zw ).xyz;
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vec3 B = texture(Source, TexCoord_0 -dy ).xyz;
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vec3 C = texture(Source, TexCoord_0 + xy.xw ).xyz;
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vec3 D = texture(Source, TexCoord_0 - dx ).xyz;
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vec3 E = texture(Source, TexCoord_0 ).xyz;
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vec3 F = texture(Source, TexCoord_0 + dx ).xyz;
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vec3 G = texture(Source, TexCoord_0 + xy.zy ).xyz;
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vec3 H = texture(Source, TexCoord_0 +dy ).xyz;
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vec3 I = texture(Source, TexCoord_0 + xy.xy ).xyz;
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vec3 A1 = texture(Source, TexCoord_0 + wz.zw ).xyz;
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vec3 C1 = texture(Source, TexCoord_0 + wz.xw ).xyz;
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vec3 A0 = texture(Source, TexCoord_0 + zw.zw ).xyz;
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vec3 G0 = texture(Source, TexCoord_0 + zw.zy ).xyz;
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vec3 C4 = texture(Source, TexCoord_0 + zw.xw ).xyz;
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vec3 I4 = texture(Source, TexCoord_0 + zw.xy ).xyz;
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vec3 G5 = texture(Source, TexCoord_0 + wz.zy ).xyz;
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vec3 I5 = texture(Source, TexCoord_0 + wz.xy ).xyz;
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vec3 B1 = texture(Source, TexCoord_0 - y2 ).xyz;
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vec3 D0 = texture(Source, TexCoord_0 - x2 ).xyz;
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vec3 H5 = texture(Source, TexCoord_0 + y2 ).xyz;
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vec3 F4 = texture(Source, TexCoord_0 + x2 ).xyz;
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vec4 b = vec4(dot(B ,Y), dot(D ,Y), dot(H ,Y), dot(F ,Y));
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vec4 c = vec4(dot(C ,Y), dot(A ,Y), dot(G ,Y), dot(I ,Y));
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vec4 d = b.yzwx;
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vec4 e = vec4(dot(E,Y));
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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 = vec4(dot(I4,Y), dot(C1,Y), dot(A0,Y), dot(G5,Y));
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vec4 i5 = vec4(dot(I5,Y), dot(C4,Y), dot(A1,Y), dot(G0,Y));
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vec4 h5 = vec4(dot(H5,Y), dot(F4,Y), dot(B1,Y), dot(D0,Y));
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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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vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
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vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
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vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
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vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
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vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
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vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
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vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
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vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
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vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
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vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
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vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
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vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
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vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
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vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
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vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
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// These inequations define the line below which interpolation occurs.
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fx = vec4(greaterThan(Ao*fp.y+Bo*fp.x, Co));
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fx_left = vec4(greaterThan(Ax*fp.y+Bx*fp.x, Cx));
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fx_up = vec4(greaterThan(Ay*fp.y+By*fp.x, Cy));
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fx3_left = vec4(greaterThan(Az*fp.y+Bz*fp.x, Cz));
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fx3_up = vec4(greaterThan(Aw*fp.y+Bw*fp.x, Cw));
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#ifdef CORNER_A
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interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h));
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#endif
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#ifdef CORNER_B
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interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h) * ( not(eq(f,b)) * not(eq(h,d)) + eq(e,i) * not(eq(f,i4)) * not(eq(h,i5)) + eq(e,g) + eq(e,c)));
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#endif
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#ifdef CORNER_D
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interp_restriction_lv1 = sign(noteq(e,f)*noteq(e,h)*(not(eq(f,b))* not(eq(h,d)) + eq(e,i) * not(eq(f,i4)) * not(eq(h,i5)) + eq(e,g) + eq(e,c) ) * (noteq(f,f4)* noteq(f,i) + noteq(h,h5) * noteq(h,i) + noteq(h,g) + noteq(f,c) + eq(b,c1) * eq(d,g0)));
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#endif
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#ifdef CORNER_C
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interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h) * ( not(eq(f,b)) * not(eq(f,c)) + not(eq(h,d)) * not(eq(h,g)) + eq(e,i) * (not(eq(f,f4)) * not(eq(f,i4)) + not(eq(h,h5)) * not(eq(h,i5))) + eq(e,g) + eq(e,c)));
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#endif
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interp_restriction_lv2_left = noteq(e,g)* noteq(d,g);
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interp_restriction_lv2_up = noteq(e,c)* noteq(b,c);
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interp_restriction_lv3_left = eq2(g,g0) * noteq(d0,g0);
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interp_restriction_lv3_up = eq2(c,c1) * noteq(b1,c1);
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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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edri = vec4(lessThanEqual(wd1, wd2)) * interp_restriction_lv1;
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edr = vec4(lessThan(wd1, wd2)) * interp_restriction_lv1;
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edr = edr * sign(not(edri.yzwx) + not(edri.wxyz));
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edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT*df(f,g), df(h,c))) * interp_restriction_lv2_left * edr * (not(edri.yzwx) * eq(e,c));
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edr_up = vec4(greaterThanEqual(df(f,g), XBR_LV2_COEFFICIENT*df(h,c))) * interp_restriction_lv2_up * edr * (not(edri.wxyz) * eq(e,g));
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edr3_left = interp_restriction_lv3_left;
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edr3_up = interp_restriction_lv3_up;
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nc = bvec4( edr * ( fx + edr_left * (fx_left + edr3_left * fx3_left * eq(e,c4)) + edr_up * (fx_up + edr3_up * fx3_up * eq(e,g5))));
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px = lessThanEqual(df(e,f),df(e,h));
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vec3 res1 = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E;
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vec3 res2 = nc.w ? px.w ? H : D : nc.z ? px.z ? D : B : nc.y ? px.y ? B : F : nc.x ? px.x ? F : H : E;
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vec2 df12;
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df12.x = abs(dot(res1, Y) - e.x);
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df12.y = abs(dot(res2, Y) - e.y);
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vec3 res = mix(res1, res2, step(df12.x, df12.y));
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FragColor = vec4(res, 1.0);
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} |