scalefx-aa presets and shaders from guest

This commit is contained in:
hunterk 2019-08-10 21:22:24 -05:00
parent 51764bcb60
commit 38b09e4e20
6 changed files with 592 additions and 0 deletions

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deblur/shaders/deblur.glsl Normal file
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/*
Deblur Shader
Copyright (C) 2005 - 2019 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#pragma parameter OFFSET "Deblur offset" 2.0 0.5 4.0 0.25
#pragma parameter DEBLUR "Deblur str. " 4.5 1.0 7.0 0.25
#pragma parameter SMART "Smart deblur " 0.5 0.0 1.0 0.05
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy * 1.00001;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float OFFSET;
uniform COMPAT_PRECISION float DEBLUR;
uniform COMPAT_PRECISION float SMART;
#else
#define OFFSET 1.5
#define DEBLUR 4.0
#define SMART 0.5
#endif
vec3 dt = vec3(1.,1.,1.);
vec3 dtt = vec3(0.0001, 0.0001, 0.0001);
float wt(vec3 A, vec3 B)
{
return 4.0*length(A-B)/(dot(A+B,dt)+0.33);
}
void main()
{
vec2 tex = vTexCoord;
vec2 texsize = SourceSize.xy;
float dx = OFFSET/texsize.x;
float dy = OFFSET/texsize.y;
vec4 yx = vec4( dx, dy,-dx,-dy);
vec2 xx = vec2( dx, 0.0);
vec2 yy = vec2( 0.0, dy);
vec3 c11 = COMPAT_TEXTURE(Source, tex ).xyz;
vec3 c00 = COMPAT_TEXTURE(Source, tex + yx.zw).xyz;
vec3 c20 = COMPAT_TEXTURE(Source, tex + yx.xw).xyz;
vec3 c22 = COMPAT_TEXTURE(Source, tex + yx.xy).xyz;
vec3 c02 = COMPAT_TEXTURE(Source, tex + yx.zy).xyz;
vec3 c10 = COMPAT_TEXTURE(Source, tex - yy ).xyz;
vec3 c21 = COMPAT_TEXTURE(Source, tex + xx ).xyz;
vec3 c12 = COMPAT_TEXTURE(Source, tex + yy ).xyz;
vec3 c01 = COMPAT_TEXTURE(Source, tex - xx ).xyz;
vec3 mn1 = min (min (c00,c01),c02);
vec3 mn2 = min (min (c10,c11),c12);
vec3 mn3 = min (min (c20,c21),c22);
vec3 mx1 = max (max (c00,c01),c02);
vec3 mx2 = max (max (c10,c11),c12);
vec3 mx3 = max (max (c20,c21),c22);
vec3 d11;
mn1 = min(min(mn1,mn2),mn3);
mx1 = max(max(mx1,mx2),mx3);
vec3 contrast = mx1 - mn1;
vec3 dif1 = abs(c11-mn1) + dtt;
vec3 dif2 = abs(c11-mx1) + dtt;
float DB1 = DEBLUR; float dif;
dif1=vec3(pow(dif1.x,DB1),pow(dif1.y,DB1),pow(dif1.z,DB1));
dif2=vec3(pow(dif2.x,DB1),pow(dif2.y,DB1),pow(dif2.z,DB1));
d11 = vec3((dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x),
(dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y),
(dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z));
float k10 = 1.0/(dot(abs(c10-d11),dt)+0.0001);
float k01 = 1.0/(dot(abs(c01-d11),dt)+0.0001);
float k11 = 1.0/(dot(abs(c11-d11),dt)+0.0001);
float k21 = 1.0/(dot(abs(c21-d11),dt)+0.0001);
float k12 = 1.0/(dot(abs(c12-d11),dt)+0.0001);
float k00 = 1.0/(dot(abs(c00-d11),dt)+0.0001);
float k02 = 1.0/(dot(abs(c02-d11),dt)+0.0001);
float k20 = 1.0/(dot(abs(c20-d11),dt)+0.0001);
float k22 = 1.0/(dot(abs(c22-d11),dt)+0.0001);
float avg = (k10+k01+k11+k21+k12+k00+k02+k20+k22)/30.0;
k10 = max(k10-avg, 0.0);
k01 = max(k01-avg, 0.0);
k11 = max(k11-avg, 0.0);
k21 = max(k21-avg, 0.0);
k12 = max(k12-avg, 0.0);
k00 = max(k00-avg, 0.0);
k02 = max(k02-avg, 0.0);
k20 = max(k20-avg, 0.0);
k22 = max(k22-avg, 0.0);
d11 = (k10*c10 + k01*c01 + k11*c11 + k21*c21 + k12*c12 + k00*c00 + k02*c02 + k20*c20 + k22*c22 + 0.0001*c11)/(k10+k01+k11+k21+k12+k00+k02+k20+k22+0.0001);
c11 = mix(c11, d11, clamp(1.75*contrast-0.125, 0.0, 1.0));
c11 = mix(d11, c11, SMART);
FragColor = vec4(c11,1.0);
}
#endif

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shaders = 10
shader0 = ../scalefx/shaders/scalefx-pass0.glsl
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
float_framebuffer0 = true
shader1 = ../scalefx/shaders/scalefx-pass1.glsl
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
float_framebuffer1 = true
shader2 = ../scalefx/shaders/scalefx-pass2.glsl
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = ../scalefx/shaders/scalefx-pass3.glsl
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
shader4 = ../scalefx/shaders/scalefx-pass4.glsl
filter_linear4 = false
scale_type4 = source
scale4 = 3.0
shader5 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass0.glsl
filter_linear5 = false
scale_type5 = source
scale5 = 1.0
shader6 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass1.glsl
filter_linear6 = false
scale_type6 = source
scale6 = 1.0
shader7 = ../anti-aliasing/shaders/fxaa.glsl
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
shader8 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.glsl
filter_linear8 = true
scale_type8 = source
scale8 = 2.0
shader9 = ../deblur/shaders/deblur.glsl
filter_linear9 = true
scale_type9 = viewport
scale9 = 1.0
parameters = "SFX_CLR;SFX_SAA;SFX_SCN;AAOFFSET2;OFFSET;DEBLUR;SMART"
SFX_CLR = "0.500000"
SFX_SAA = "0.000000"
SFX_SCN = "0.000000"
AAOFFSET2 = "0.400000"
OFFSET = "2.000000"
DEBLUR = "3.500000"
SMART = "0.400000"

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shaders = 11
shader0 = ../scalefx/shaders/scalefx-pass0.glsl
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
float_framebuffer0 = true
shader1 = ../scalefx/shaders/scalefx-pass1.glsl
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
float_framebuffer1 = true
shader2 = ../scalefx/shaders/scalefx-pass2.glsl
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = ../scalefx/shaders/scalefx-pass3.glsl
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
shader4 = ../scalefx/shaders/scalefx-pass4.glsl
filter_linear4 = false
scale_type4 = source
scale4 = 3.0
shader5 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass0.glsl
filter_linear5 = false
scale_type5 = source
scale5 = 1.0
shader6 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass1.glsl
filter_linear6 = false
scale_type6 = source
scale6 = 1.0
shader7 = ../anti-aliasing/shaders/fxaa.glsl
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
shader8 = ../xsoft/shaders/4xsoft.glsl
filter_linear8 = true
scale_type8 = source
scale8 = 2.0
shader9 = ../sharpen/shaders/fast-sharpen.glsl
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
shader10 = ../deblur/shaders/deblur.glsl
filter_linear10 = true
scale_type10 = viewport
scale10 = 1.0
parameters = "SFX_CLR;SFX_SAA;SFX_SCN;RESOLUTION_X;RESOLUTION_Y;CONTRAST;SHARPEN;CONTR;DETAILS;OFFSET;DEBLUR;SMART"
SFX_CLR = "0.600000"
SFX_SAA = "1.000000"
SFX_SCN = "0.000000"
RESOLUTION_X = "0.000000"
RESOLUTION_Y = "0.000000"
CONTRAST = "3.000000"
SHARPEN = "0.90000"
CONTR = "0.100000"
DETAILS = "0.500000"
OFFSET = "1.750000"
DEBLUR = "5.000000"
SMART = "0.500000"

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shaders = 8
shader0 = ../scalefx/shaders/scalefx-pass0.glsl
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
float_framebuffer0 = true
shader1 = ../scalefx/shaders/scalefx-pass1.glsl
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
float_framebuffer1 = true
shader2 = ../scalefx/shaders/scalefx-pass2.glsl
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = ../scalefx/shaders/scalefx-pass3.glsl
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
shader4 = ../scalefx/shaders/scalefx-pass4.glsl
filter_linear4 = false
scale_type4 = source
scale4 = 3.0
shader5 = ../anti-aliasing/shaders/fxaa.glsl
filter_linear5 = true
scale_type5 = source
scale5 = 1.0
shader6 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.glsl
filter_linear6 = true
scale_type6 = source
scale6 = 2.0
shader7 = ../deblur/shaders/deblur.glsl
filter_linear7 = true
scale_type7 = viewport
scale7 = 1.0
parameters = "SFX_CLR;SFX_SAA;SFX_SCN;AAOFFSET2;OFFSET;DEBLUR;SMART"
SFX_CLR = "0.500000"
SFX_SAA = "1.000000"
SFX_SCN = "0.000000"
AAOFFSET2 = "0.400000"
OFFSET = "2.000000"
DEBLUR = "3.500000"
SMART = "0.300000"

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presets/scalefx-aa.glslp Normal file
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shaders = 9
shader0 = ../scalefx/shaders/scalefx-pass0.glsl
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
float_framebuffer0 = true
shader1 = ../scalefx/shaders/scalefx-pass1.glsl
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
float_framebuffer1 = true
shader2 = ../scalefx/shaders/scalefx-pass2.glsl
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = ../scalefx/shaders/scalefx-pass3.glsl
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
shader4 = ../scalefx/shaders/scalefx-pass4.glsl
filter_linear4 = false
scale_type4 = source
scale4 = 3.0
shader5 = ../anti-aliasing/shaders/fxaa.glsl
filter_linear5 = true
scale_type5 = source
scale5 = 1.0
shader6 = ../xsoft/shaders/4xsoft.glsl
filter_linear6 = true
scale_type6 = source
scale6 = 2.0
shader7 = ../sharpen/shaders/fast-sharpen.glsl
filter_linear7 = true
scale_type7 = source
scale7 = 1.0
shader8 = ../deblur/shaders/deblur.glsl
filter_linear8 = true
scale_type8 = viewport
scale8 = 1.0
parameters = "SFX_CLR;SFX_SAA;SFX_SCN;RESOLUTION_X;RESOLUTION_Y;CONTRAST;SHARPEN;CONTR;DETAILS;OFFSET;DEBLUR;SMART"
SFX_CLR = "0.600000"
SFX_SAA = "1.000000"
SFX_SCN = "0.000000"
RESOLUTION_X = "0.000000"
RESOLUTION_Y = "0.000000"
CONTRAST = "3.000000"
SHARPEN = "1.200000"
CONTR = "0.100000"
DETAILS = "1.000000"
OFFSET = "1.750000"
DEBLUR = "5.000000"
SMART = "0.300000"

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/*
Fast Sharpen Shader
Copyright (C) 2005 - 2019 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#pragma parameter SHARPEN "Sharpen strength" 1.00 0.0 2.00 0.05
#pragma parameter CONTR "Ammount of sharpening" 0.07 0.0 0.25 0.01
#pragma parameter DETAILS "Details sharpened " 1.00 0.0 1.00 0.05
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy * 1.00001;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float SHARPEN;
uniform COMPAT_PRECISION float CONTR;
uniform COMPAT_PRECISION float DETAILS;
#else
#define SHARPEN 1.2
#define CONTR 0.08
#define DETAILS 1.0
#endif
vec2 g10 = vec2( 0.3333,-1.0)*SourceSize.zw;
vec2 g01 = vec2(-1.0,-0.3333)*SourceSize.zw;
vec2 g12 = vec2(-0.3333, 1.0)*SourceSize.zw;
vec2 g21 = vec2( 1.0, 0.3333)*SourceSize.zw;
void main()
{
vec3 c10 = COMPAT_TEXTURE(Source, vTexCoord + g10).rgb;
vec3 c01 = COMPAT_TEXTURE(Source, vTexCoord + g01).rgb;
vec3 c21 = COMPAT_TEXTURE(Source, vTexCoord + g21).rgb;
vec3 c12 = COMPAT_TEXTURE(Source, vTexCoord + g12).rgb;
vec3 c11 = COMPAT_TEXTURE(Source, vTexCoord ).rgb;
vec3 b11 = (c10+c01+c12+c21)*0.25;
float contrast = max(max(c11.r,c11.g),c11.b);
contrast = mix(2.0*CONTR, CONTR, contrast);
vec3 mn1 = min(min(c10,c01),min(c12,c21)); mn1 = min(mn1,c11*(1.0-contrast));
vec3 mx1 = max(max(c10,c01),max(c12,c21)); mx1 = max(mx1,c11*(1.0+contrast));
vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75));
vec3 sharpen = mix(vec3(SHARPEN*DETAILS), vec3(SHARPEN), dif);
c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1);
FragColor = vec4(c11,1.0);
}
#endif