Add Chckerboard-Dedither shader

- Smooths checkerboard dithering.
This commit is contained in:
Hyllian 2022-09-02 16:41:05 -03:00
parent a06df022fe
commit 22c21cc56e
5 changed files with 416 additions and 0 deletions

View 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

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
}

View 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);
}