mirror of
https://github.com/italicsjenga/slang-shaders.git
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d2788f7cf3
- xBR folder reorganized; - All main presets work with gamma corrected; - Other Presets folder created for historical reasons.
108 lines
3.6 KiB
Plaintext
108 lines
3.6 KiB
Plaintext
#version 450
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/*
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bicubic-x Shader
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Copyright (C) 2011-2022 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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float B_ANTI_RINGING;
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} params;
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#pragma parameter B_ANTI_RINGING "Bicubic Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
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#define B_ANTI_RINGING params.B_ANTI_RINGING
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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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// Classic Mitchell-Netravali bicubic parameters
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const float B = 1.0/3.0;
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const float C = 1.0/3.0;
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const mat4 INV = mat4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
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(12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
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-(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
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(B + 6.0*C)/6.0, -C, 0.0, 0.0);
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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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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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void main()
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{
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gl_Position = global.MVP * Position;
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vec2 ps = vec2(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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vTexCoord = TexCoord * 1.0001 - vec2(0.5, 0.0)*ps;
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t1 = vTexCoord.xyxy + vec4( -dx, 0.0, 0.0, 0.0);
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t2 = vTexCoord.xyxy + vec4( dx, 0.0, 2.0*dx, 0.0);
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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 = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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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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vec2 fp = fract(vTexCoord*params.SourceSize.xy);
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vec3 C0 = texture(Source, t1.xy).xyz;
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vec3 C1 = texture(Source, t1.zw).xyz;
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vec3 C2 = texture(Source, t2.xy).xyz;
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vec3 C3 = texture(Source, t2.zw).xyz;
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vec4 Px = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * INV;
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vec3 color = mat4x3(C0, C1, C2, C3) * Px;
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// Anti-ringing
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if (B_ANTI_RINGING == 1.0)
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{
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vec3 aux = color;
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vec3 min_sample = min(min(C0, C1), min(C2, C3));
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vec3 max_sample = max(max(C0, C1), max(C2, C3));
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3)));
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}
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FragColor = vec4(color, 1.0);
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}
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