mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
3f67e1870d
works around rounding differences on different GPUs/drivers
88 lines
2.6 KiB
Plaintext
88 lines
2.6 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Bob-Deinterlacing
|
|
Author: hunterk
|
|
License: Public domain
|
|
|
|
Note: This shader is designed to work with the typical interlaced output from
|
|
an emulator, which displays both even and odd fields twice.
|
|
|
|
As such, it is inappropriate for general video use unless the video has
|
|
already been similarly woven beforehand.
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float scale, ghost;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
// I wish there were some way to make this automatic...
|
|
#pragma parameter scale "Deinterlacing Scale" 1.0 1.0 16.0 1.0
|
|
|
|
#pragma parameter ghost "Blend Frames to Hide Bobbing" 0.0 0.0 1.0 1.0
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out float is_interlaced;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
is_interlaced = float(params.OriginalSize.y > 400.0 * params.scale);
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in float is_interlaced;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
|
|
|
|
void main()
|
|
{
|
|
// snap to the center of the underlying texel
|
|
vec2 uv = vTexCoord * params.SourceSize.xy - 0.5;
|
|
uv = (floor(uv) + 0.5001) * params.SourceSize.zw;
|
|
|
|
// go ahead and sample the texture and early return if not interlaced
|
|
vec4 current = texture(Source, uv);
|
|
FragColor = current;
|
|
if(!bool(is_interlaced)) return;
|
|
|
|
float scale = params.scale;
|
|
|
|
// work our way down the vertical axis and skip up 1 pixel every other frame
|
|
float y = (params.SourceSize.y / scale) * uv.y + mod(float(params.FrameCount), 2.0);
|
|
|
|
// deinterlace the current frame
|
|
vec4 offset = texture(Source, uv + vec2(0.0, params.SourceSize.w * scale));
|
|
vec4 deint_current = (mod(y, 2.0) > 0.99999) ? offset : current;
|
|
|
|
FragColor = deint_current;
|
|
// early return if we don't want to do any frame-blending
|
|
if(!bool(params.ghost)) return;
|
|
|
|
// previous frame needs an opposite tick from the current frame
|
|
float y2 = (params.SourceSize.y / scale) * uv.y + clamp(1.0 - mod(float(params.FrameCount), 2.0), 0.0, 1.0);
|
|
|
|
// deinterlace previous frame
|
|
vec4 prev = texture(OriginalHistory1, uv);
|
|
vec4 prev_offset = texture(OriginalHistory1, uv + vec2(0.0, params.SourceSize.w * scale));
|
|
vec4 deint_prev = (mod(y2, 2.0) > 0.99999) ? prev_offset : prev;
|
|
|
|
FragColor = mix(deint_current, deint_prev, 0.5);
|
|
}
|