mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
203 lines
6 KiB
Plaintext
203 lines
6 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Hyllian's xBR level 3 pass1 Shader
|
|
|
|
Copyright (C) 2011-2015 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.
|
|
*/
|
|
|
|
#define round(X) floor((X)+0.5)
|
|
#define saturate(c) clamp(c, 0.0, 1.0)
|
|
#define mul(a,b) (b*a)
|
|
|
|
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;
|
|
|
|
#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 vec4 t1;
|
|
layout(location = 2) out vec2 delta;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord * 1.0004;
|
|
|
|
vec2 ps = vec2(1.0/params.OriginalSize.x, 1.0/params.OriginalSize.y);
|
|
float dx = ps.x;
|
|
float dy = ps.y;
|
|
|
|
// A3 B3 C3
|
|
// A1 B1 C1
|
|
//A2 A0 A B C C4 C6
|
|
//D2 D0 D E F F4 F6
|
|
//G2 G0 G H I I4 I6
|
|
// G5 H5 I5
|
|
// G7 H7 I7
|
|
|
|
t1 = vec4(dx, 0., 0., dy); // F H
|
|
delta = vec2(params.SourceSize.x/params.OutputSize.x, 0.5*params.SourceSize.x/params.OutputSize.x); // Delta is the thickness of interpolation
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec4 t1;
|
|
layout(location = 2) in vec2 delta;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
layout(set = 0, binding = 3) uniform sampler2D Original;
|
|
|
|
const mat2x4 sym_vectors = mat2x4(1., 1., -1., -1., 1., -1., -1., 1.);
|
|
|
|
const vec3 lines[12] = {
|
|
vec3(1.0, 1.0, 0.75),
|
|
vec3(1.0, 1.0, 0.5),
|
|
vec3(2.0, 1.0, 0.5),
|
|
vec3(1.0, 2.0, 0.5),
|
|
vec3(3.0, 1.0, 0.5),
|
|
vec3(1.0, 3.0, 0.5),
|
|
|
|
vec3(-1.0, 2.0, 0.5),
|
|
vec3(2.0, -1.0, 0.5),
|
|
vec3(-1.0, 3.0, 0.5),
|
|
vec3(3.0, -1.0, 0.5),
|
|
|
|
vec3(3.0, 1.0, 1.5),
|
|
vec3(1.0, 3.0, 1.5)
|
|
};
|
|
|
|
|
|
float remapFrom01(float v, float high)
|
|
{
|
|
return (high*v + 0.5);
|
|
}
|
|
|
|
|
|
vec3 remapFrom01(vec3 v, vec3 low, vec3 high)
|
|
{
|
|
return round(mix(low, high, v));
|
|
}
|
|
|
|
vec4 unpack_info(float i)
|
|
{
|
|
vec4 info;
|
|
info.x = round(modf(i/2.0, i));
|
|
info.y = round(modf(i/2.0, i));
|
|
info.z = round(modf(i/2.0, i));
|
|
info.w = i;
|
|
|
|
return info;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 px; // px = pixel to blend
|
|
float pxr, pxd, line, edr3_nrl, edr3_ndu;
|
|
|
|
vec2 pos = fract(vTexCoord*params.SourceSize.xy)-vec2(0.5, 0.5); // pos = pixel position
|
|
vec2 dir = sign(pos); // dir = pixel direction
|
|
|
|
vec2 g1 = dir*( saturate(-dir.y*dir.x)*t1.zw + saturate( dir.y*dir.x)*t1.xy);
|
|
vec2 g2 = dir*( saturate( dir.y*dir.x)*t1.zw + saturate(-dir.y*dir.x)*t1.xy);
|
|
|
|
vec3 F = texture(Original, vTexCoord +g1).xyz;
|
|
vec3 B = texture(Original, vTexCoord -g2).xyz;
|
|
vec3 D = texture(Original, vTexCoord -g1).xyz;
|
|
vec3 H = texture(Original, vTexCoord +g2).xyz;
|
|
vec3 E = texture(Original, vTexCoord ).xyz;
|
|
|
|
vec3 F4 = texture(Original, vTexCoord +2.0*g1).xyz;
|
|
vec3 I = texture(Original, vTexCoord +g1+g2).xyz;
|
|
vec3 H5 = texture(Original, vTexCoord +2.0*g2).xyz;
|
|
|
|
vec4 icomp = round(saturate(mul(dir, sym_vectors))); // choose info component
|
|
float info = remapFrom01(dot(texture(Source, vTexCoord ), icomp), 255.0); // retrieve 1st pass info
|
|
float info_nr = remapFrom01(dot(texture(Source, vTexCoord+g1), icomp), 255.0); // 1st pass info from neighbor r
|
|
float info_nd = remapFrom01(dot(texture(Source, vTexCoord+g2), icomp), 255.0); // 1st pass info from neighbor d
|
|
|
|
modf(info/2.0f, info); // discard info
|
|
modf(info/2.0f, info); // discard info
|
|
px.x = round(modf(info/2.0, info));
|
|
px.y = round(modf(info/2.0, info));
|
|
|
|
vec4 flags = unpack_info(info); // retrieve 1st pass flags
|
|
|
|
edr3_nrl = round(modf(info_nr/2.0, info_nr));
|
|
modf(info_nr/2.0, info_nr); // discard info_nr
|
|
modf(info_nr/2.0, info_nr); // discard info_nr
|
|
pxr = round(modf(info_nr/2.0, info_nr));
|
|
|
|
modf(info_nd/2.0, info_nd); // discard info_nd
|
|
edr3_ndu = round(modf(info_nd/2.0, info_nd));
|
|
modf(info_nd/2.0, info_nd); // discard info_nd
|
|
pxd = round(modf(info_nd/2.0, info_nd));
|
|
|
|
float aux = round(dot(vec4(8.0, 4.0, 2.0, 1.0), flags));
|
|
vec3 slep;
|
|
|
|
|
|
if (aux >= 6.0)
|
|
{
|
|
slep = (aux==6.0 ? lines[6] : (aux==7.0 ? lines[7] : (aux==8.0 ? lines[8] : (aux==9.0 ? lines[9] : (aux==10.0 ? lines[10] : lines[11])))));
|
|
}
|
|
else
|
|
{
|
|
slep = (aux==0.0 ? lines[0] : (aux==1.0 ? lines[1] : (aux==2.0 ? lines[2] : (aux==3.0 ? lines[3] : (aux==4.0 ? lines[4] : lines[5])))));
|
|
}
|
|
|
|
|
|
vec2 fp = (dir.x*dir.y) > 0.0 ? abs(pos) : abs(pos.yx);
|
|
|
|
vec3 fp1 = vec3(fp.yx, -1);
|
|
|
|
vec3 color = E;
|
|
float fx;
|
|
|
|
if (aux < 10.0)
|
|
{
|
|
fx = saturate(dot(fp1, slep)/(2.*delta.x)+0.5);
|
|
color = mix(E, mix(mix(H, F, px.y), mix(D, B, px.y), px.x), fx); // interpolate if there's edge
|
|
}
|
|
else if (edr3_nrl == 1.0)
|
|
{
|
|
fx = saturate(dot(fp1, lines[10])/(2.*delta.x)+0.5);
|
|
color = mix(E, mix(I, F4, pxr), fx); // interpolate if there's edge
|
|
}
|
|
else if (edr3_ndu == 1.0)
|
|
{
|
|
fx = saturate(dot(fp1, lines[11])/(2.*delta.x)+0.5);
|
|
color = mix(E, mix(H5, I, pxd), fx); // interpolate if there's edge
|
|
}
|
|
|
|
FragColor = vec4(color, 1.0);
|
|
} |