diff --git a/xbr/shaders/super-xbr/super-8xbr-3d-pass0.glsl b/xbr/shaders/super-xbr/super-8xbr-3d-pass0.glsl new file mode 100644 index 0000000..978f2dc --- /dev/null +++ b/xbr/shaders/super-xbr/super-8xbr-3d-pass0.glsl @@ -0,0 +1,296 @@ +#version 130 + +/* + + ******* Super 8XBR 3D Shader - pass0 ******* + + Copyright (c) 2017 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. + +*/ + +#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 * 1.0001; +} + +#elif defined(FRAGMENT) + +#if __VERSION__ >= 130 +#define COMPAT_VARYING in +#define COMPAT_TEXTURE texture +out vec4 FragColor; +#else +#define COMPAT_VARYING varying +#define FragColor gl_FragColor +#define COMPAT_TEXTURE texture2D +#endif + +#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 + +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 texture(c, d) COMPAT_TEXTURE(c, d) +#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 XBR_EDGE_STR; +uniform COMPAT_PRECISION float XBR_WEIGHT; +uniform COMPAT_PRECISION float XBR_ANTI_RINGING; +#else +#define XBR_EDGE_STR 2.0 +#define XBR_WEIGHT 1.0 +#define XBR_ANTI_RINGING 1.0 +#endif + +#define mul(a,b) (b*a) + +#define wp1 2.0 +#define wp2 1.0 +#define wp3 -1.0 +#define wp4 4.0 +#define wp5 -1.0 +#define wp6 1.0 + +#define XBR_RES 8.0 + +#define weight1 (XBR_WEIGHT*1.29633/10.0) +#define weight2 (XBR_WEIGHT*1.75068/10.0/2.0) + +const vec3 Y = vec3(.2126, .7152, .0722); + +const vec3 dtt = vec3(65536.,255.,1.); + +vec4 reduce4(vec3 A, vec3 B, vec3 C, vec3 D) +{ + return mul(mat4x3(A, B, C, D), dtt); +} + +float RGBtoYUV(vec3 color) +{ + return dot(color, Y); +} + +float df(float A, float B) +{ + return abs(A-B); +} + +bool eq(float A, float B) +{ + return (df(A, B) < 15.0); +} + +/* + P1 + |P0|B |C |P1| C F4 |a0|b1|c2|d3| + |D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2| + |G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4| + |P2|H5|I5|P3| D H I5 |d0|e1|f2|g3| + G H5 + P2 +*/ + + +float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) +{ + return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3))); +} + +float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) +{ + return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) ); +} + +vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return min(a, min(b, min(c, d))); +} + +vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return max(a, max(b, max(c, d))); +} + +void main() +{ + //Skip pixels on wrong grid + if (any(lessThan(fract(vTexCoord * SourceSize.xy / XBR_RES), vec2(0.5, 0.5)))) + { + FragColor = texture(Source, vTexCoord); + } + else + { + vec2 tex = (floor(vTexCoord * SourceSize.xy / XBR_RES) + vec2(0.5, 0.5)) * XBR_RES * SourceSize.zw; + + vec2 g1 = vec2(XBR_RES/SourceSize.x, 0.0); + vec2 g2 = vec2(0.0, XBR_RES/SourceSize.y); + + vec3 P0 = texture(Source, vTexCoord -g1 -g2).xyz; + vec3 P1 = texture(Source, vTexCoord +2.0*g1 -g2).xyz; + vec3 P2 = texture(Source, vTexCoord -g1+2.0*g2).xyz; + vec3 P3 = texture(Source, vTexCoord +2.0*g1+2.0*g2).xyz; + + vec3 B = texture(Source, vTexCoord -g2).xyz; + vec3 C = texture(Source, vTexCoord +g1-g2).xyz; + vec3 D = texture(Source, vTexCoord -g1 ).xyz; + vec3 E = texture(Source, vTexCoord ).xyz; + vec3 F = texture(Source, vTexCoord +g1 ).xyz; + vec3 G = texture(Source, vTexCoord -g1+g2).xyz; + vec3 H = texture(Source, vTexCoord +g2).xyz; + vec3 I = texture(Source, vTexCoord +g1+g2).xyz; + + vec3 F4 = texture(Source, vTexCoord +2.0*g1 ).xyz; + vec3 I4 = texture(Source, vTexCoord +g2+2.0*g1 ).xyz; + vec3 H5 = texture(Source, vTexCoord +2.0*g2 ).xyz; + vec3 I5 = texture(Source, vTexCoord +2.0*g2+g1 ).xyz; + + vec3 F6 = texture(Source, tex +g1+0.25*g1+0.25*g2).xyz; + vec3 F7 = texture(Source, tex +g1+0.25*g1-0.25*g2).xyz; + vec3 F8 = texture(Source, tex +g1-0.25*g1-0.25*g2).xyz; + vec3 F9 = texture(Source, tex +g1-0.25*g1+0.25*g2).xyz; + + vec3 H6 = texture(Source, tex +0.25*g1+0.25*g2+g2).xyz; + vec3 H7 = texture(Source, tex +0.25*g1-0.25*g2+g2).xyz; + vec3 H8 = texture(Source, tex -0.25*g1-0.25*g2+g2).xyz; + vec3 H9 = texture(Source, tex -0.25*g1+0.25*g2+g2).xyz; + + vec4 f0 = reduce4(F6, F7, F8, F9); + vec4 h0 = reduce4(H6, H7, H8, H9); + + bool block_3d = ((f0.xyz == f0.yzw) && (h0.xyz == h0.yzw)); + + float b = RGBtoYUV( B ); + float c = RGBtoYUV( C ); + float d = RGBtoYUV( D ); + float e = RGBtoYUV( E ); + float f = RGBtoYUV( F ); + float g = RGBtoYUV( G ); + float h = RGBtoYUV( H ); + float i = RGBtoYUV( I ); + + float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 ); + float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 ); + float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 ); + float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 ); + +/* + P1 + |P0|B |C |P1| C F4 |a0|b1|c2|d3| + |D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2| + |G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4| + |P2|H5|I5|P3| D H I5 |d0|e1|f2|g3| + G H5 + P2 +*/ + + /* Calc edgeness in diagonal directions. */ + float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); + + /* Calc edgeness in horizontal/vertical directions. */ + float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4)); + + float limits = XBR_EDGE_STR + 0.000001; + float edge_strength = smoothstep(0.0, limits, abs(d_edge)); + + /* Filter weights. Two taps only. */ + vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); + vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + + /* Filtering and normalization in four direction generating four colors. */ + vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 )); + vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 )); + vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); + vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); + + bool ir_lv1 = (((e!=f) && (e!=h)) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) ); + + /* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */ + vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength); + + /* Anti-ringing code. */ + vec3 min_sample = min4( E, F, H, I ) + (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge)); + vec3 max_sample = max4( E, F, H, I ) - (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge)); + + color = clamp(color, min_sample, max_sample); + + color = block_3d ? color : E; + + FragColor = vec4(color, 1.0); + } +} +#endif diff --git a/xbr/shaders/super-xbr/super-8xbr-3d-pass1.glsl b/xbr/shaders/super-xbr/super-8xbr-3d-pass1.glsl new file mode 100644 index 0000000..22e80ea --- /dev/null +++ b/xbr/shaders/super-xbr/super-8xbr-3d-pass1.glsl @@ -0,0 +1,292 @@ +#version 130 + +/* + + ******* Super 8XBR 3D Shader - pass1 ******* + + Copyright (c) 2016 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. + +*/ + +#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 * 1.0001; +} + +#elif defined(FRAGMENT) + +#if __VERSION__ >= 130 +#define COMPAT_VARYING in +#define COMPAT_TEXTURE texture +out vec4 FragColor; +#else +#define COMPAT_VARYING varying +#define FragColor gl_FragColor +#define COMPAT_TEXTURE texture2D +#endif + +#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 + +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; +uniform sampler2D OrigTexture; +#define Original OrigTexture +COMPAT_VARYING vec4 TEX0; + +// compatibility #defines +#define Source Texture +#define vTexCoord TEX0.xy +#define texture(c, d) COMPAT_TEXTURE(c, d) +#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 XBR_EDGE_STR; +uniform COMPAT_PRECISION float XBR_WEIGHT; +uniform COMPAT_PRECISION float XBR_ANTI_RINGING; +#else +#define XBR_EDGE_STR 2.0 +#define XBR_WEIGHT 1.0 +#define XBR_ANTI_RINGING 1.0 +#endif + +#define mul(a,b) (b*a) + +#define wp1 8.0 +#define wp2 0.0 +#define wp3 0.0 +#define wp4 0.0 +#define wp5 0.0 +#define wp6 0.0 + +#define XBR_RES 8.0 + +#define weight1 (XBR_WEIGHT*1.75068/10.0) +#define weight2 (XBR_WEIGHT*1.29633/10.0/2.0) + +const vec3 Y = vec3(.2126, .7152, .0722); + +const vec3 dtt = vec3(65536.,255.,1.); + +vec4 reduce4(vec3 A, vec3 B, vec3 C, vec3 D) +{ + return mul(mat4x3(A, B, C, D), dtt); +} + +float RGBtoYUV(vec3 color) +{ + return dot(color, Y); +} + +float df(float A, float B) +{ + return abs(A-B); +} + +bool eq(float A, float B) +{ + return (df(A, B) < 15.0); +} + +/* + P1 + |P0|B |C |P1| C F4 |a0|b1|c2|d3| + |D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2| + |G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4| + |P2|H5|I5|P3| D H I5 |d0|e1|f2|g3| + G H5 + P2 +*/ + +float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) +{ + return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3))); +} + +float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) +{ + return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) ); +} + +vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return min(a, min(b, min(c, d))); +} +vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return max(a, max(b, max(c, d))); +} + +void main() +{ + //Skip pixels on wrong grid + vec2 dir = fract(vTexCoord * SourceSize.xy / XBR_RES) - vec2(0.5, 0.5); + if ((dir.x*dir.y) > 0.0) + { + FragColor = texture(Source, vTexCoord); + } + else + { + vec2 tex = (floor(vTexCoord * SourceSize.xy / XBR_RES) + vec2(0.5, 0.5)) * XBR_RES * SourceSize.zw; + + vec2 g1 = vec2((XBR_RES/2.0)/SourceSize.x, 0.0); + vec2 g2 = vec2(0.0, (XBR_RES/2.0)/SourceSize.y); + + vec3 P0 = texture(Source, vTexCoord -3.0*g1 ).xyz; + vec3 P1 = texture(Source, vTexCoord -3.0*g2).xyz; + vec3 P2 = texture(Source, vTexCoord +3.0*g2).xyz; + vec3 P3 = texture(Source, vTexCoord +3.0*g1 ).xyz; + + vec3 B = texture(Source, vTexCoord -2.0*g1 -g2).xyz; + vec3 C = texture(Source, vTexCoord -g1 -2.0*g2).xyz; + vec3 D = texture(Source, vTexCoord -2.0*g1 +g2).xyz; + vec3 E = texture(Source, vTexCoord -g1 ).xyz; + vec3 F = texture(Source, vTexCoord -g2).xyz; + vec3 G = texture(Source, vTexCoord -g1 +2.0*g2).xyz; + vec3 H = texture(Source, vTexCoord +g2).xyz; + vec3 I = texture(Source, vTexCoord +g1 ).xyz; + + vec3 F4 = texture(Source,vTexCoord +g1 -2.0*g2).xyz; + vec3 I4 = texture(Source,vTexCoord +2.0*g1 -g2).xyz; + vec3 H5 = texture(Source,vTexCoord +g1 +2.0*g2).xyz; + vec3 I5 = texture(Source,vTexCoord +2.0*g1 +g2).xyz; + + vec3 A = texture(Source, vTexCoord).xyz; + + g1 *= 2.0; + g2 *= 2.0; + + vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz; + vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz; + vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz; + vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz; + + vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz; + vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz; + vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz; + vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz; + + vec4 f0 = reduce4(F6, F7, F8, F9); + vec4 h0 = reduce4(H6, H7, H8, H9); + + bool block_3d = ((f0.xyz==f0.yzw) && (h0.xyz==h0.yzw)); + + float b = RGBtoYUV( B ); + float c = RGBtoYUV( C ); + float d = RGBtoYUV( D ); + float e = RGBtoYUV( E ); + float f = RGBtoYUV( F ); + float g = RGBtoYUV( G ); + float h = RGBtoYUV( H ); + float i = RGBtoYUV( I ); + + float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 ); + float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 ); + float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 ); + float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 ); + + /* Calc edgeness in diagonal directions. */ + float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); + + /* Calc edgeness in horizontal/vertical directions. */ + float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4)); + + float limits = XBR_EDGE_STR + 0.000001; + float edge_strength = smoothstep(0.0, limits, abs(d_edge)); + + /* Filter weights. Two taps only. */ + vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); + vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + + /* Filtering and normalization in four direction generating four colors. */ + vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 )); + vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 )); + vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); + vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); + + bool ir_lv1 = (((e!=f) && (e!=h)) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) ); + + /* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */ + vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength); + + /* Anti-ringing code. */ + vec3 min_sample = min4( E, F, H, I ) + (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge)); + vec3 max_sample = max4( E, F, H, I ) - (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge)); + + color = clamp(color, min_sample, max_sample); + + color = block_3d ? color : A; + + FragColor = vec4(color, 1.0); + } +} +#endif diff --git a/xbr/shaders/super-xbr/super-8xbr-3d-pass2.glsl b/xbr/shaders/super-xbr/super-8xbr-3d-pass2.glsl new file mode 100644 index 0000000..f4417ca --- /dev/null +++ b/xbr/shaders/super-xbr/super-8xbr-3d-pass2.glsl @@ -0,0 +1,304 @@ +#version 130 + +/* + + ******* Super 8XBR Shader - pass2 ******* + + Copyright (c) 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. + +*/ + +#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 * 1.0001; +} + +#elif defined(FRAGMENT) + +#if __VERSION__ >= 130 +#define COMPAT_VARYING in +#define COMPAT_TEXTURE texture +out vec4 FragColor; +#else +#define COMPAT_VARYING varying +#define FragColor gl_FragColor +#define COMPAT_TEXTURE texture2D +#endif + +#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 + +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 texture(c, d) COMPAT_TEXTURE(c, d) +#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 XBR_EDGE_STR; +uniform COMPAT_PRECISION float XBR_WEIGHT; +uniform COMPAT_PRECISION float XBR_ANTI_RINGING; +#else +#define XBR_EDGE_STR 2.0 +#define XBR_WEIGHT 1.0 +#define XBR_ANTI_RINGING 1.0 +#endif + +#define mul(a,b) (b*a) + +#define wp1 2.0 +#define wp2 1.0 +#define wp3 -1.0 +#define wp4 4.0 +#define wp5 -1.0 +#define wp6 1.0 + +#define XBR_RES2 4.0 + +#define weight1 (XBR_WEIGHT*1.29633/10.0) +#define weight2 (XBR_WEIGHT*1.75068/10.0/2.0) + +const vec3 Y = vec3(.2126, .7152, .0722); + +const vec3 dtt = vec3(65536.,255.,1.); + +vec4 reduce4(vec3 A, vec3 B, vec3 C, vec3 D) +{ + return mul(mat4x3(A, B, C, D), dtt); +} + +float RGBtoYUV(vec3 color) +{ + return dot(color, Y); +} + +float df(float A, float B) +{ + return abs(A-B); +} + +bool eq(float A, float B) +{ + return (df(A, B) < 15.0); +} + +/* + P1 + |P0|B |C |P1| C F4 |a0|b1|c2|d3| + |D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2| + |G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4| + |P2|H5|I5|P3| D H I5 |d0|e1|f2|g3| + G H5 + P2 +*/ + +float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) +{ + return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3))); +} + +float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) +{ + return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) ); +} + +vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return min(a, min(b, min(c, d))); +} +vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return max(a, max(b, max(c, d))); +} + +void main() +{ + //Skip pixels on wrong grid + if (any(lessThan(fract(vTexCoord * SourceSize.xy / XBR_RES2), vec2(0.5, 0.5)))) + { + FragColor = texture(Source, vTexCoord); + } + else + { + vec2 tex = (floor(vTexCoord * SourceSize.xy / XBR_RES2) + vec2(0.5, 0.5)) * XBR_RES2 * SourceSize.zw; + + vec2 g1 = vec2(XBR_RES2/SourceSize.x, 0.0); + vec2 g2 = vec2(0.0, XBR_RES2/SourceSize.y); + + vec3 P0 = texture(Source, vTexCoord -g1 -g2).xyz; + vec3 P1 = texture(Source, vTexCoord +2.0*g1 -g2).xyz; + vec3 P2 = texture(Source, vTexCoord -g1+2.0*g2).xyz; + vec3 P3 = texture(Source, vTexCoord +2.0*g1+2.0*g2).xyz; + + vec3 B = texture(Source, vTexCoord -g2).xyz; + vec3 C = texture(Source, vTexCoord +g1-g2).xyz; + vec3 D = texture(Source, vTexCoord -g1 ).xyz; + vec3 E = texture(Source, vTexCoord ).xyz; + vec3 F = texture(Source, vTexCoord +g1 ).xyz; + vec3 G = texture(Source, vTexCoord -g1+g2).xyz; + vec3 H = texture(Source, vTexCoord +g2).xyz; + vec3 I = texture(Source, vTexCoord +g1+g2).xyz; + + vec3 F4 = texture(Source, vTexCoord +2.0*g1 ).xyz; + vec3 I4 = texture(Source, vTexCoord +g2+2.0*g1 ).xyz; + vec3 H5 = texture(Source, vTexCoord +2.0*g2 ).xyz; + vec3 I5 = texture(Source, vTexCoord +2.0*g2+g1 ).xyz; + + vec3 F6 = texture(Source, tex +g1+0.25*g1+0.25*g2).xyz; + vec3 F7 = texture(Source, tex +g1+0.25*g1-0.25*g2).xyz; + vec3 F8 = texture(Source, tex +g1-0.25*g1-0.25*g2).xyz; + vec3 F9 = texture(Source, tex +g1-0.25*g1+0.25*g2).xyz; + + vec3 H6 = texture(Source, tex +0.25*g1+0.25*g2+g2).xyz; + vec3 H7 = texture(Source, tex +0.25*g1-0.25*g2+g2).xyz; + vec3 H8 = texture(Source, tex -0.25*g1-0.25*g2+g2).xyz; + vec3 H9 = texture(Source, tex -0.25*g1+0.25*g2+g2).xyz; + + vec4 f0 = reduce4(F6, F7, F8, F9); + vec4 h0 = reduce4(H6, H7, H8, H9); + + bool block_3d = ((f0.xyz == f0.yzw) && (h0.xyz == h0.yzw)); + + float b = RGBtoYUV( B ); + float c = RGBtoYUV( C ); + float d = RGBtoYUV( D ); + float e = RGBtoYUV( E ); + float f = RGBtoYUV( F ); + float g = RGBtoYUV( G ); + float h = RGBtoYUV( H ); + float i = RGBtoYUV( I ); + + float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 ); + float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 ); + float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 ); + float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 ); + +/* + P1 + |P0|B |C |P1| C F4 |a0|b1|c2|d3| + |D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2| + |G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4| + |P2|H5|I5|P3| D H I5 |d0|e1|f2|g3| + G H5 + P2 +*/ + + /* Calc edgeness in diagonal directions. */ + float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); + + /* Calc edgeness in horizontal/vertical directions. */ + float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4)); + + float limits = XBR_EDGE_STR + 0.000001; + float edge_strength = smoothstep(0.0, limits, abs(d_edge)); + + /* Filter weights. Two taps only. */ + vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); + vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + + /* Filtering and normalization in four direction generating four colors. */ + vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 )); + vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 )); + vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); + vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); + + bool ir_lv1 = (((e!=f) && (e!=h)) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) ); + + /* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */ + vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength); + +/* + P1 + |P0|B |C |P1| C F4 |a0|b1|c2|d3| + |D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2| + |G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4| + |P2|H5|I5|P3| D H I5 |d0|e1|f2|g3| + G H5 + P2 +*/ + + /* Anti-ringing code. */ + vec3 min_sample = min4( E, F, H, I ) + (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge)); + vec3 max_sample = max4( E, F, H, I ) - (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge)); + + color = clamp(color, min_sample, max_sample); + + color = block_3d ? color : E; + + FragColor = vec4(color, 1.0); + } +} +#endif diff --git a/xbr/shaders/super-xbr/super-8xbr-3d-pass3.glsl b/xbr/shaders/super-xbr/super-8xbr-3d-pass3.glsl new file mode 100644 index 0000000..f0dfb7d --- /dev/null +++ b/xbr/shaders/super-xbr/super-8xbr-3d-pass3.glsl @@ -0,0 +1,292 @@ +#version 130 + +/* + + ******* Super 8XBR 3D Shader - pass3 ******* + + Copyright (c) 2017 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. + +*/ + +#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 * 1.0001; +} + +#elif defined(FRAGMENT) + +#if __VERSION__ >= 130 +#define COMPAT_VARYING in +#define COMPAT_TEXTURE texture +out vec4 FragColor; +#else +#define COMPAT_VARYING varying +#define FragColor gl_FragColor +#define COMPAT_TEXTURE texture2D +#endif + +#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 + +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; +uniform sampler2D OrigTexture; +#define Original OrigTexture +COMPAT_VARYING vec4 TEX0; + +// compatibility #defines +#define Source Texture +#define vTexCoord TEX0.xy +#define texture(c, d) COMPAT_TEXTURE(c, d) +#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 XBR_EDGE_STR; +uniform COMPAT_PRECISION float XBR_WEIGHT; +uniform COMPAT_PRECISION float XBR_ANTI_RINGING; +#else +#define XBR_EDGE_STR 2.0 +#define XBR_WEIGHT 1.0 +#define XBR_ANTI_RINGING 1.0 +#endif + +#define wp1 8.0 +#define wp2 0.0 +#define wp3 0.0 +#define wp4 0.0 +#define wp5 0.0 +#define wp6 0.0 + +#define XBR_RES2 4.0 + +#define mul(a,b) (b*a) + +#define weight1 (XBR_WEIGHT*1.75068/10.0) +#define weight2 (XBR_WEIGHT*1.29633/10.0/2.0) + +const vec3 Y = vec3(.2126, .7152, .0722); + +const vec3 dtt = vec3(65536.,255.,1.); + +vec4 reduce4(vec3 A, vec3 B, vec3 C, vec3 D) +{ + return mul(mat4x3(A, B, C, D), dtt); +} + +float RGBtoYUV(vec3 color) +{ + return dot(color, Y); +} + +float df(float A, float B) +{ + return abs(A-B); +} + +bool eq(float A, float B) +{ + return (df(A, B) < 15.0); +} + +/* + P1 + |P0|B |C |P1| C F4 |a0|b1|c2|d3| + |D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2| + |G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4| + |P2|H5|I5|P3| D H I5 |d0|e1|f2|g3| + G H5 + P2 +*/ + +float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) +{ + return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3))); +} + +float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) +{ + return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) ); +} + +vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return min(a, min(b, min(c, d))); +} +vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return max(a, max(b, max(c, d))); +} + +void main() +{ + //Skip pixels on wrong grid + vec2 dir = fract(vTexCoord * SourceSize.xy / XBR_RES2) - vec2(0.5, 0.5); + if ((dir.x*dir.y) > 0.0) + { + FragColor = texture(Source, vTexCoord); + } + else + { + vec2 tex = (floor(vTexCoord * SourceSize.xy / XBR_RES2) + vec2(0.5, 0.5)) * XBR_RES2 * SourceSize.zw; + + vec2 g1 = vec2((XBR_RES2 / 2.0) / SourceSize.x, 0.0); + vec2 g2 = vec2(0.0, (XBR_RES2 / 2.0) / SourceSize.y); + + vec3 P0 = texture(Source, vTexCoord -3.0*g1 ).xyz; + vec3 P1 = texture(Source, vTexCoord -3.0*g2).xyz; + vec3 P2 = texture(Source, vTexCoord +3.0*g2).xyz; + vec3 P3 = texture(Source, vTexCoord +3.0*g1 ).xyz; + + vec3 B = texture(Source, vTexCoord -2.0*g1 -g2).xyz; + vec3 C = texture(Source, vTexCoord -g1 -2.0*g2).xyz; + vec3 D = texture(Source, vTexCoord -2.0*g1 +g2).xyz; + vec3 E = texture(Source, vTexCoord -g1 ).xyz; + vec3 F = texture(Source, vTexCoord -g2).xyz; + vec3 G = texture(Source, vTexCoord -g1 +2.0*g2).xyz; + vec3 H = texture(Source, vTexCoord +g2).xyz; + vec3 I = texture(Source, vTexCoord +g1 ).xyz; + + vec3 F4 = texture(Source, vTexCoord +g1 -2.0*g2).xyz; + vec3 I4 = texture(Source, vTexCoord +2.0*g1 -g2).xyz; + vec3 H5 = texture(Source, vTexCoord +g1 +2.0*g2).xyz; + vec3 I5 = texture(Source, vTexCoord +2.0*g1 +g2).xyz; + + vec3 A = texture(Source, vTexCoord).xyz; + + g1 *= 2.0; + g2 *= 2.0; + + vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz; + vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz; + vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz; + vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz; + + vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz; + vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz; + vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz; + vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz; + + vec4 f0 = reduce4(F6, F7, F8, F9); + vec4 h0 = reduce4(H6, H7, H8, H9); + + bool block_3d = ((f0.xyz == f0.yzw) && (h0.xyz == h0.yzw)); + + float b = RGBtoYUV( B ); + float c = RGBtoYUV( C ); + float d = RGBtoYUV( D ); + float e = RGBtoYUV( E ); + float f = RGBtoYUV( F ); + float g = RGBtoYUV( G ); + float h = RGBtoYUV( H ); + float i = RGBtoYUV( I ); + + float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 ); + float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 ); + float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 ); + float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 ); + + /* Calc edgeness in diagonal directions. */ + float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); + + /* Calc edgeness in horizontal/vertical directions. */ + float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4)); + + float limits = XBR_EDGE_STR + 0.000001; + float edge_strength = smoothstep(0.0, limits, abs(d_edge)); + + /* Filter weights. Two taps only. */ + vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); + vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + + /* Filtering and normalization in four direction generating four colors. */ + vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 )); + vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 )); + vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); + vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); + + bool ir_lv1 = (((e!=f) && (e!=h)) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) ); + + /* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */ + vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength); + + /* Anti-ringing code. */ + vec3 min_sample = min4( E, F, H, I ) + (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge)); + vec3 max_sample = max4( E, F, H, I ) - (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge)); + + color = clamp(color, min_sample, max_sample); + + color = block_3d ? color : A; + + FragColor = vec4(color, 1.0); + } +} +#endif diff --git a/xbr/shaders/super-xbr/super-8xbr-3d-pass4.glsl b/xbr/shaders/super-xbr/super-8xbr-3d-pass4.glsl new file mode 100644 index 0000000..9ce562d --- /dev/null +++ b/xbr/shaders/super-xbr/super-8xbr-3d-pass4.glsl @@ -0,0 +1,304 @@ +#version 130 + +/* + + ******* Super 8XBR 3D Shader - pass4 ******* + + Copyright (c) 2017 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. + +*/ + +#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 * 1.0001; +} + +#elif defined(FRAGMENT) + +#if __VERSION__ >= 130 +#define COMPAT_VARYING in +#define COMPAT_TEXTURE texture +out vec4 FragColor; +#else +#define COMPAT_VARYING varying +#define FragColor gl_FragColor +#define COMPAT_TEXTURE texture2D +#endif + +#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 + +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 texture(c, d) COMPAT_TEXTURE(c, d) +#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 XBR_EDGE_STR; +uniform COMPAT_PRECISION float XBR_WEIGHT; +uniform COMPAT_PRECISION float XBR_ANTI_RINGING; +#else +#define XBR_EDGE_STR 2.0 +#define XBR_WEIGHT 1.0 +#define XBR_ANTI_RINGING 1.0 +#endif + +#define wp1 2.0 +#define wp2 1.0 +#define wp3 -1.0 +#define wp4 4.0 +#define wp5 -1.0 +#define wp6 1.0 + +#define XBR_RES2 2.0 + +#define mul(a,b) (b*a) + +#define weight1 (XBR_WEIGHT*1.29633/10.0) +#define weight2 (XBR_WEIGHT*1.75068/10.0/2.0) + +const vec3 Y = vec3(.2126, .7152, .0722); + +const vec3 dtt = vec3(65536.,255.,1.); + +vec4 reduce4(vec3 A, vec3 B, vec3 C, vec3 D) +{ + return mul(mat4x3(A, B, C, D), dtt); +} + +float RGBtoYUV(vec3 color) +{ + return dot(color, Y); +} + +float df(float A, float B) +{ + return abs(A-B); +} + +bool eq(float A, float B) +{ + return (df(A, B) < 15.0); +} + +/* + P1 + |P0|B |C |P1| C F4 |a0|b1|c2|d3| + |D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2| + |G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4| + |P2|H5|I5|P3| D H I5 |d0|e1|f2|g3| + G H5 + P2 +*/ + +float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) +{ + return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3))); +} + +float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) +{ + return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) ); +} + +vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return min(a, min(b, min(c, d))); +} +vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return max(a, max(b, max(c, d))); +} + +void main() +{ + //Skip pixels on wrong grid + if (any(lessThan(fract(vTexCoord * SourceSize.xy / XBR_RES2), vec2(0.5, 0.5)))) + { + FragColor = texture(Source, vTexCoord); + } + else + { + vec2 tex = (floor(vTexCoord * SourceSize.xy / XBR_RES2) + vec2(0.5, 0.5)) * XBR_RES2 * SourceSize.zw; + + vec2 g1 = vec2(XBR_RES2/SourceSize.x, 0.0); + vec2 g2 = vec2(0.0, XBR_RES2/SourceSize.y); + + vec3 P0 = texture(Source, vTexCoord -g1 -g2).xyz; + vec3 P1 = texture(Source, vTexCoord +2.0*g1 -g2).xyz; + vec3 P2 = texture(Source, vTexCoord -g1+2.0*g2).xyz; + vec3 P3 = texture(Source, vTexCoord +2.0*g1+2.0*g2).xyz; + + vec3 B = texture(Source, vTexCoord -g2).xyz; + vec3 C = texture(Source, vTexCoord +g1-g2).xyz; + vec3 D = texture(Source, vTexCoord -g1 ).xyz; + vec3 E = texture(Source, vTexCoord ).xyz; + vec3 F = texture(Source, vTexCoord +g1 ).xyz; + vec3 G = texture(Source, vTexCoord -g1+g2).xyz; + vec3 H = texture(Source, vTexCoord +g2).xyz; + vec3 I = texture(Source, vTexCoord +g1+g2).xyz; + + vec3 F4 = texture(Source, vTexCoord +2.0*g1 ).xyz; + vec3 I4 = texture(Source, vTexCoord +g2+2.0*g1 ).xyz; + vec3 H5 = texture(Source, vTexCoord +2.0*g2 ).xyz; + vec3 I5 = texture(Source, vTexCoord +2.0*g2+g1 ).xyz; + + vec3 F6 = texture(Source, tex +g1+0.25*g1+0.25*g2).xyz; + vec3 F7 = texture(Source, tex +g1+0.25*g1-0.25*g2).xyz; + vec3 F8 = texture(Source, tex +g1-0.25*g1-0.25*g2).xyz; + vec3 F9 = texture(Source, tex +g1-0.25*g1+0.25*g2).xyz; + + vec3 H6 = texture(Source, tex +0.25*g1+0.25*g2+g2).xyz; + vec3 H7 = texture(Source, tex +0.25*g1-0.25*g2+g2).xyz; + vec3 H8 = texture(Source, tex -0.25*g1-0.25*g2+g2).xyz; + vec3 H9 = texture(Source, tex -0.25*g1+0.25*g2+g2).xyz; + + vec4 f0 = reduce4(F6, F7, F8, F9); + vec4 h0 = reduce4(H6, H7, H8, H9); + + bool block_3d = ((f0.xyz == f0.yzw) && (h0.xyz == h0.yzw)); + + float b = RGBtoYUV( B ); + float c = RGBtoYUV( C ); + float d = RGBtoYUV( D ); + float e = RGBtoYUV( E ); + float f = RGBtoYUV( F ); + float g = RGBtoYUV( G ); + float h = RGBtoYUV( H ); + float i = RGBtoYUV( I ); + + float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 ); + float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 ); + float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 ); + float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 ); + +/* + P1 + |P0|B |C |P1| C F4 |a0|b1|c2|d3| + |D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2| + |G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4| + |P2|H5|I5|P3| D H I5 |d0|e1|f2|g3| + G H5 + P2 +*/ + + /* Calc edgeness in diagonal directions. */ + float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); + + /* Calc edgeness in horizontal/vertical directions. */ + float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4)); + + float limits = XBR_EDGE_STR + 0.000001; + float edge_strength = smoothstep(0.0, limits, abs(d_edge)); + + /* Filter weights. Two taps only. */ + vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); + vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + + /* Filtering and normalization in four direction generating four colors. */ + vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 )); + vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 )); + vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); + vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); + + bool ir_lv1 = (((e!=f) && (e!=h)) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) ); + + /* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */ + vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength); + +/* + P1 + |P0|B |C |P1| C F4 |a0|b1|c2|d3| + |D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2| + |G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4| + |P2|H5|I5|P3| D H I5 |d0|e1|f2|g3| + G H5 + P2 +*/ + + /* Anti-ringing code. */ + vec3 min_sample = min4( E, F, H, I ) + (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge)); + vec3 max_sample = max4( E, F, H, I ) - (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge)); + + color = clamp(color, min_sample, max_sample); + + color = block_3d ? color : E; + + FragColor = vec4(color, 1.0); + } +} +#endif diff --git a/xbr/shaders/super-xbr/super-8xbr-3d-pass5.glsl b/xbr/shaders/super-xbr/super-8xbr-3d-pass5.glsl new file mode 100644 index 0000000..3a46ee8 --- /dev/null +++ b/xbr/shaders/super-xbr/super-8xbr-3d-pass5.glsl @@ -0,0 +1,297 @@ +#version 130 + +/* + + ******* Super 8XBR 3D Shader - pass5 ******* + + Copyright (c) 2017 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. + +*/ + +#pragma parameter XBR_EDGE_STR "Xbr - Edge Strength p0" 2.0 0.0 5.0 0.2 +#pragma parameter XBR_WEIGHT "Xbr - Filter Weight" 1.0 0.00 1.50 0.05 +#pragma parameter XBR_ANTI_RINGING "Xbr - Anti-Ringing Level" 1.0 0.0 1.0 1.0 + +#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; +// out variables go here as COMPAT_VARYING whatever + +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 * 1.0001; +} + +#elif defined(FRAGMENT) + +#if __VERSION__ >= 130 +#define COMPAT_VARYING in +#define COMPAT_TEXTURE texture +out vec4 FragColor; +#else +#define COMPAT_VARYING varying +#define FragColor gl_FragColor +#define COMPAT_TEXTURE texture2D +#endif + +#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 + +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; +uniform sampler2D OrigTexture; +#define Original OrigTexture +COMPAT_VARYING vec4 TEX0; + +// compatibility #defines +#define Source Texture +#define vTexCoord TEX0.xy +#define texture(c, d) COMPAT_TEXTURE(c, d) +#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 XBR_EDGE_STR; +uniform COMPAT_PRECISION float XBR_WEIGHT; +uniform COMPAT_PRECISION float XBR_ANTI_RINGING; +#else +#define XBR_EDGE_STR 2.0 +#define XBR_WEIGHT 1.0 +#define XBR_ANTI_RINGING 1.0 +#endif + +#define wp1 8.0 +#define wp2 0.0 +#define wp3 0.0 +#define wp4 0.0 +#define wp5 0.0 +#define wp6 0.0 + +#define XBR_RES2 2.0 + +#define mul(a,b) (b*a) + +#define weight1 (XBR_WEIGHT*1.75068/10.0) +#define weight2 (XBR_WEIGHT*1.29633/10.0/2.0) + +const vec3 Y = vec3(.2126, .7152, .0722); + +const vec3 dtt = vec3(65536.,255.,1.); + +vec4 reduce4(vec3 A, vec3 B, vec3 C, vec3 D) +{ + return mul(mat4x3(A, B, C, D), dtt); +} + +float RGBtoYUV(vec3 color) +{ + return dot(color, Y); +} + +float df(float A, float B) +{ + return abs(A-B); +} + +bool eq(float A, float B) +{ + return (df(A, B) < 15.0); +} + +/* + P1 + |P0|B |C |P1| C F4 |a0|b1|c2|d3| + |D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2| + |G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4| + |P2|H5|I5|P3| D H I5 |d0|e1|f2|g3| + G H5 + P2 +*/ + +float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3) +{ + return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3))); +} + +float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4) +{ + return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) ); +} + +vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return min(a, min(b, min(c, d))); +} +vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return max(a, max(b, max(c, d))); +} + +void main() +{ + //Skip pixels on wrong grid + vec2 dir = fract(vTexCoord * SourceSize.xy / XBR_RES2) - vec2(0.5, 0.5); + if ((dir.x*dir.y) > 0.0) + { + FragColor = texture(Source, vTexCoord); + } + else + { + vec2 tex = (floor(vTexCoord * SourceSize.xy / XBR_RES2) + vec2(0.5, 0.5)) * XBR_RES2 * SourceSize.zw; + + vec2 g1 = vec2((XBR_RES2 / 2.0) / SourceSize.x, 0.0); + vec2 g2 = vec2(0.0, (XBR_RES2 / 2.0) / SourceSize.y); + + vec3 P0 = texture(Source, vTexCoord -3.0*g1 ).xyz; + vec3 P1 = texture(Source, vTexCoord -3.0*g2).xyz; + vec3 P2 = texture(Source, vTexCoord +3.0*g2).xyz; + vec3 P3 = texture(Source, vTexCoord +3.0*g1 ).xyz; + + vec3 B = texture(Source, vTexCoord -2.0*g1 -g2).xyz; + vec3 C = texture(Source, vTexCoord -g1 -2.0*g2).xyz; + vec3 D = texture(Source, vTexCoord -2.0*g1 +g2).xyz; + vec3 E = texture(Source, vTexCoord -g1 ).xyz; + vec3 F = texture(Source, vTexCoord -g2).xyz; + vec3 G = texture(Source, vTexCoord -g1 +2.0*g2).xyz; + vec3 H = texture(Source, vTexCoord +g2).xyz; + vec3 I = texture(Source, vTexCoord +g1 ).xyz; + + vec3 F4 = texture(Source, vTexCoord +g1 -2.0*g2).xyz; + vec3 I4 = texture(Source, vTexCoord +2.0*g1 -g2).xyz; + vec3 H5 = texture(Source, vTexCoord +g1 +2.0*g2).xyz; + vec3 I5 = texture(Source, vTexCoord +2.0*g1 +g2).xyz; + + vec3 A = texture(Source, vTexCoord).xyz; + + g1 *= 2.0; + g2 *= 2.0; + + vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz; + vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz; + vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz; + vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz; + + vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz; + vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz; + vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz; + vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz; + + vec4 f0 = reduce4(F6, F7, F8, F9); + vec4 h0 = reduce4(H6, H7, H8, H9); + + bool block_3d = ((f0.xyz == f0.yzw) && (h0.xyz == h0.yzw)); + + float b = RGBtoYUV( B ); + float c = RGBtoYUV( C ); + float d = RGBtoYUV( D ); + float e = RGBtoYUV( E ); + float f = RGBtoYUV( F ); + float g = RGBtoYUV( G ); + float h = RGBtoYUV( H ); + float i = RGBtoYUV( I ); + + float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 ); + float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 ); + float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 ); + float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 ); + + /* Calc edgeness in diagonal directions. */ + float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 )); + + /* Calc edgeness in horizontal/vertical directions. */ + float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4)); + + float limits = XBR_EDGE_STR + 0.000001; + float edge_strength = smoothstep(0.0, limits, abs(d_edge)); + + /* Filter weights. Two taps only. */ + vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1); + vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2); + + /* Filtering and normalization in four direction generating four colors. */ + vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 )); + vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 )); + vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4)); + vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5)); + + bool ir_lv1 = (((e!=f) && (e!=h)) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) ); + + /* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */ + vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength); + + /* Anti-ringing code. */ + vec3 min_sample = min4( E, F, H, I ) + (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge)); + vec3 max_sample = max4( E, F, H, I ) - (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge)); + + color = clamp(color, min_sample, max_sample); + + color = block_3d ? color : A; + + FragColor = vec4(color, 1.0); + } +} +#endif diff --git a/xbr/super-8xbr-3d-6p.glslp b/xbr/super-8xbr-3d-6p.glslp new file mode 100644 index 0000000..291de6f --- /dev/null +++ b/xbr/super-8xbr-3d-6p.glslp @@ -0,0 +1,40 @@ +shaders = "7" +shader0 = "shaders/super-xbr/super-8xbr-3d-pass0.glsl" +filter_linear0 = false +scale_type_x0 = "source" +scale_x0 = "1.000000" +scale_type_y0 = "source" +scale_y0 = "1.000000" +shader1 = "shaders/super-xbr/super-8xbr-3d-pass1.glsl" +filter_linear1 = false +scale_type_x1 = "source" +scale_x1 = "1.000000" +scale_type_y1 = "source" +scale_y1 = "1.000000" +shader2 = "shaders/super-xbr/super-8xbr-3d-pass2.glsl" +filter_linear2 = false +scale_type_x2 = "source" +scale_x2 = "1.000000" +scale_type_y2 = "source" +scale_y2 = "1.000000" +shader3 = "shaders/super-xbr/super-8xbr-3d-pass3.glsl" +filter_linear3 = false +scale_type_x3 = "source" +scale_x3 = "1.000000" +scale_type_y3 = "source" +scale_y3 = "1.000000" +shader4 = "shaders/super-xbr/super-8xbr-3d-pass4.glsl" +filter_linear4 = false +scale_type_x4 = "source" +scale_x4 = "1.000000" +scale_type_y4 = "source" +scale_y4 = "1.000000" +shader5 = "shaders/super-xbr/super-8xbr-3d-pass5.glsl" +filter_linear5 = false +scale_type_x5 = "source" +scale_x5 = "1.000000" +scale_type_y5 = "source" +scale_y5 = "1.000000" +shader6 = "shaders/super-xbr/custom-jinc2-sharper.glsl" +filter_linear6 = false +