mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-23 08:19:54 +00:00
Add Chckerboard-Dedither shader
- Smooths checkerboard dithering.
This commit is contained in:
parent
a06df022fe
commit
22c21cc56e
20
dithering/checkerboard-dedither.slangp
Normal file
20
dithering/checkerboard-dedither.slangp
Normal file
@ -0,0 +1,20 @@
|
||||
shaders = 4
|
||||
|
||||
shader0 = shaders/checkerboard-dedither/linearize.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = source
|
||||
scale0 = 1.0
|
||||
alias0 = LinearGamma
|
||||
|
||||
shader1 = shaders/checkerboard-dedither/checkerboard-dedither-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
|
||||
shader2 = shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
|
||||
shader3 = shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang
|
||||
filter_linear3 = false
|
@ -0,0 +1,112 @@
|
||||
#version 450
|
||||
|
||||
/*
|
||||
Checkerboard Dedither - pass1
|
||||
|
||||
2011-2022 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.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float CD_BLEND_OPTION;
|
||||
float CD_BLEND_LEVEL;
|
||||
} params;
|
||||
|
||||
#pragma parameter CB-DEDITHER "[CHECKERBOARD-DEDITHER PARAMS]" 0.0 0.0 0.0 0.0
|
||||
#pragma parameter CD_BLEND_OPTION " [ OFF | ON ]" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1
|
||||
|
||||
#define CD_BLEND_OPTION params.CD_BLEND_OPTION
|
||||
#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL
|
||||
|
||||
const vec3 Y = vec3( 0.299, 0.587, 0.114);
|
||||
|
||||
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
|
||||
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
|
||||
|
||||
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;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
|
||||
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
|
||||
|
||||
// Reading the texels.
|
||||
vec3 C = texture(Source, vTexCoord ).xyz;
|
||||
vec3 L = texture(Source, vTexCoord -dx).xyz;
|
||||
vec3 R = texture(Source, vTexCoord +dx).xyz;
|
||||
vec3 U = texture(Source, vTexCoord -dy).xyz;
|
||||
vec3 D = texture(Source, vTexCoord +dy).xyz;
|
||||
vec3 UL = texture(Source, vTexCoord -dx -dy).xyz;
|
||||
vec3 UR = texture(Source, vTexCoord +dx -dy).xyz;
|
||||
vec3 DL = texture(Source, vTexCoord -dx +dy).xyz;
|
||||
vec3 DR = texture(Source, vTexCoord +dx +dy).xyz;
|
||||
|
||||
vec3 color = C;
|
||||
|
||||
// Get min/max samples
|
||||
vec3 min_sample = min_s(C, L, R);
|
||||
vec3 max_sample = max_s(C, L, R);
|
||||
|
||||
float diff = dot(max(max(C, L), max(C, R)) - min(min(C, L), min(C, R)), Y);
|
||||
|
||||
diff *= (1.0 - CD_BLEND_LEVEL);
|
||||
|
||||
if (CD_BLEND_OPTION == 1)
|
||||
{
|
||||
min_sample = max(min_sample, min_s(C, U, D));
|
||||
max_sample = min(max_sample, max_s(C, U, D));
|
||||
|
||||
color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
|
||||
}
|
||||
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
|
||||
float luma_diff = abs(dot(C, Y)-dot(color, Y));
|
||||
|
||||
FragColor = vec4(color, luma_diff);
|
||||
}
|
@ -0,0 +1,122 @@
|
||||
#version 450
|
||||
|
||||
/*
|
||||
Checkerboard Dedither - pass2
|
||||
|
||||
2011-2022 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.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float CD_BLEND_LEVEL;
|
||||
} params;
|
||||
|
||||
#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1
|
||||
|
||||
#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL
|
||||
|
||||
const float Delta = 0.000000001;
|
||||
const vec3 Y = vec3( 0.299, 0.587, 0.114);
|
||||
|
||||
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
|
||||
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
|
||||
|
||||
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;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D LinearGamma;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
|
||||
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
|
||||
|
||||
// Reading the texels.
|
||||
vec4 C = texture(Source, vTexCoord );
|
||||
vec4 L = texture(Source, vTexCoord -dx );
|
||||
vec4 R = texture(Source, vTexCoord +dx );
|
||||
vec4 U = texture(Source, vTexCoord -dy);
|
||||
vec4 D = texture(Source, vTexCoord +dy);
|
||||
vec4 UL = texture(Source, vTexCoord -dx -dy);
|
||||
vec4 UR = texture(Source, vTexCoord +dx -dy);
|
||||
vec4 DL = texture(Source, vTexCoord -dx +dy);
|
||||
vec4 DR = texture(Source, vTexCoord +dx +dy);
|
||||
|
||||
vec3 color = C.rgb;
|
||||
|
||||
vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
|
||||
vec3 oriL = texture(LinearGamma, vTexCoord -dx ).rgb;
|
||||
vec3 oriR = texture(LinearGamma, vTexCoord +dx ).rgb;
|
||||
vec3 oriU = texture(LinearGamma, vTexCoord -dy).rgb;
|
||||
vec3 oriD = texture(LinearGamma, vTexCoord +dy).rgb;
|
||||
|
||||
float count1 = 0.0;
|
||||
float count2 = 0.0;
|
||||
|
||||
float diff = (1.0 - CD_BLEND_LEVEL);
|
||||
|
||||
// UL U UR
|
||||
// L C R
|
||||
// DL D DR
|
||||
|
||||
count1 += (step(Delta, L.a*D.a*R.a));
|
||||
count1 += (step(Delta, L.a*U.a*R.a));
|
||||
count1 += (step(Delta, L.a*UL.a*R.a*UR.a + L.a*DL.a*R.a*DR.a));
|
||||
|
||||
count2 += (step(Delta, U.a*L.a*D.a));
|
||||
count2 += (step(Delta, U.a*R.a*D.a));
|
||||
count2 += (step(Delta, U.a*UR.a*D.a*DR.a + D.a*DL.a*U.a*UL.a));
|
||||
|
||||
if ((count1 * count2) > 0.0)
|
||||
color = 0.5*(1.0+diff)*oriC + 0.125*(1.0-diff)*(oriL + oriR + oriU + oriD);
|
||||
else if (count1 > 0.0)
|
||||
color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriL + oriR);
|
||||
else if (count2 > 0.0)
|
||||
color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriU + oriD);
|
||||
|
||||
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
|
||||
|
||||
FragColor = vec4(color, luma_diff);
|
||||
}
|
@ -0,0 +1,121 @@
|
||||
#version 450
|
||||
|
||||
/*
|
||||
Checkerboard Dedither - pass3
|
||||
|
||||
2011-2022 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.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float CD_HUD_DETAILS;
|
||||
float CD_ADJUST_VIEW;
|
||||
} params;
|
||||
|
||||
#pragma parameter CD_HUD_DETAILS " Details Threshold" 1.0 0.0 5.0 1.0
|
||||
#pragma parameter CD_ADJUST_VIEW " Adjust View" 0.0 0.0 1.0 1.0
|
||||
|
||||
#define CD_HUD_DETAILS params.CD_HUD_DETAILS
|
||||
#define CD_ADJUST_VIEW params.CD_ADJUST_VIEW
|
||||
|
||||
#define GAMMA_EXP 2.0
|
||||
#define GAMMA_IN(color) pow(color, vec3(GAMMA_EXP, GAMMA_EXP, GAMMA_EXP))
|
||||
#define GAMMA_OUT(color) pow(color, vec3(1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP))
|
||||
|
||||
const float Delta = 0.000000001;
|
||||
const vec3 Y = vec3( 0.299, 0.587, 0.114);
|
||||
|
||||
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
|
||||
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
|
||||
|
||||
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;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D LinearGamma;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
|
||||
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
|
||||
|
||||
// Reading the texels.
|
||||
vec4 C = texture(Source, vTexCoord );
|
||||
vec4 L = texture(Source, vTexCoord -dx );
|
||||
vec4 R = texture(Source, vTexCoord +dx );
|
||||
vec4 U = texture(Source, vTexCoord -dy);
|
||||
vec4 D = texture(Source, vTexCoord +dy);
|
||||
vec4 UL = texture(Source, vTexCoord -dx -dy);
|
||||
vec4 UR = texture(Source, vTexCoord +dx -dy);
|
||||
vec4 DL = texture(Source, vTexCoord -dx +dy);
|
||||
vec4 DR = texture(Source, vTexCoord +dx +dy);
|
||||
|
||||
vec3 color = C.rgb;
|
||||
|
||||
vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
|
||||
|
||||
float count = 0.0;
|
||||
float count2 = 0.0;
|
||||
|
||||
// UL U UR
|
||||
// L C R
|
||||
// DL D DR
|
||||
|
||||
count += step(Delta, L.a);
|
||||
count += step(Delta, R.a);
|
||||
count += step(Delta, U.a);
|
||||
count += step(Delta, D.a);
|
||||
count += step(Delta, UL.a*UR.a*DL.a*DR.a);
|
||||
|
||||
count2 += (step(Delta, L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a));
|
||||
|
||||
if ((count < CD_HUD_DETAILS) && (count2 < 1.0))
|
||||
color = oriC;
|
||||
|
||||
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
|
||||
|
||||
color = mix(color, vec3(luma_diff), CD_ADJUST_VIEW);
|
||||
|
||||
FragColor = vec4(GAMMA_OUT(color), 1.0);
|
||||
}
|
41
dithering/shaders/checkerboard-dedither/linearize.slang
Normal file
41
dithering/shaders/checkerboard-dedither/linearize.slang
Normal file
@ -0,0 +1,41 @@
|
||||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float InputGamma;
|
||||
} params;
|
||||
|
||||
|
||||
#define InputGamma 2.0
|
||||
|
||||
#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
|
||||
|
||||
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;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0);
|
||||
}
|
Loading…
Reference in New Issue
Block a user