Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469)

* Move initial batch of shaders and presets to smoothing subdirectory

* Rename smoothing to edge enhancement

* Move cubic and windowed into interpolation

* Fix some presets

* Fix rest of presets

* Rename edge-enhancement to edge-smoothing

* Move pixel art scalers into separate directory separate from 'interpolation'

* Flatten interpolation/cubic into interpolation/
This commit is contained in:
fishcu 2023-08-13 01:09:28 +02:00 committed by GitHub
parent 8f9aa4e8a0
commit 259ff81f4b
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
328 changed files with 1030 additions and 1030 deletions

View File

@ -6,12 +6,12 @@ scale_type0 = source
scale_x0 = 2.0
scale_y0 = 2.0
shader1 = ../cubic/shaders/bicubic-x.slang
shader1 = ../interpolation/shaders/bicubic-x.slang
filter_linear1 = false
scale_type_x1 = viewport
scale_type_y1 = source
scale1 = 1.0
shader2 = ../cubic/shaders/bicubic-y.slang
shader2 = ../interpolation/shaders/bicubic-y.slang
filter_linear2 = false
scale_type2 = viewport

View File

@ -5,6 +5,6 @@ filter_linear0 = false
scale_type0 = source
scale0 = 2.0
shader1 = ../cubic/shaders/bicubic.slang
shader1 = ../interpolation/shaders/bicubic.slang
filter_linear1 = false
scale_type1 = viewport

View File

@ -37,7 +37,7 @@
// clang-format off
#include "parameters.slang"
#include "../../../interpolation/shaders/pixel_aa/shared.slang"
#include "../../../pixel-art-scaling/shaders/pixel_aa/shared.slang"
// clang-format on
layout(push_constant) uniform Push {

View File

@ -39,7 +39,7 @@
// clang-format off
#include "parameters.slang"
#include "../../../blurs/shaders/dual_filter/parameters.slang"
#include "../../../interpolation/shaders/pixel_aa/shared.slang"
#include "../../../pixel-art-scaling/shaders/pixel_aa/shared.slang"
// clang-format on
layout(push_constant) uniform Push {

View File

@ -14,7 +14,7 @@ scale_type1 = "absolute"
scale_x1 = 1684
scale_y1 = 1329
shader2 = "../windowed/shaders/jinc2.slang"
shader2 = "../interpolation/shaders/jinc2.slang"
filter_linear2 = false
scale_type2 = viewport

View File

@ -14,7 +14,7 @@ scale_type1 = "absolute"
scale_x1 = 1684
scale_y1 = 1329
shader2 = "../windowed/shaders/jinc2.slang"
shader2 = "../interpolation/shaders/jinc2.slang"
filter_linear2 = false
scale_type2 = viewport

View File

@ -13,7 +13,7 @@ scale_type1 = source
scale1 = 1.0
filter_linear1 = true
shader2 = ../../../../../interpolation/shaders/sharp-bilinear.slang
shader2 = ../../../../../pixel-art-scaling/shaders/sharp-bilinear.slang
alias2 = PrescalePass
scale_type2 = source
filter_linear2 = true

View File

@ -7,28 +7,28 @@ scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
alias0 = XbrSource
shader1 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
shader1 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_edge"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "../xbr/shaders/super-xbr/super-xbr-pass1.slang"
shader2 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_edge"
scale_type_x2 = "source"
scale_x2 = "2.000000"
scale_type_y2 = "source"
scale_y2 = "2.000000"
shader3 = "../xbr/shaders/super-xbr/super-xbr-pass2.slang"
shader3 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass2.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_edge"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "../windowed/shaders/jinc2.slang"
shader4 = "../interpolation/shaders/jinc2.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_edge"
float_framebuffer4 = "false"

View File

@ -8,28 +8,28 @@ scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "../xbr/other presets/shaders/super-xbr/super-2xbr-3d-pass0.slang"
shader2 = "../edge-smoothing/xbr/other presets/shaders/super-xbr/super-2xbr-3d-pass0.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_edge"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../xbr/other presets/shaders/super-xbr/super-2xbr-3d-pass1.slang"
shader3 = "../edge-smoothing/xbr/other presets/shaders/super-xbr/super-2xbr-3d-pass1.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_edge"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "../xbr/other presets/shaders/super-xbr/super-2xbr-3d-pass2.slang"
shader4 = "../edge-smoothing/xbr/other presets/shaders/super-xbr/super-2xbr-3d-pass2.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_edge"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "../windowed/shaders/jinc2.slang"
shader5 = "../interpolation/shaders/jinc2.slang"
filter_linear5 = "false"
wrap_mode5 = "clamp_to_edge"

View File

@ -6,14 +6,14 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
shader1 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_edge"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "../xbr/shaders/super-xbr/super-xbr-pass1.slang"
shader2 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_edge"
scale_type_x2 = "source"
@ -21,7 +21,7 @@ scale_x2 = "2.000000"
scale_type_y2 = "source"
scale_y2 = "2.000000"
alias2 = "PassPrev2"
shader3 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
shader3 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_edge"
scale_type_x3 = "source"
@ -29,7 +29,7 @@ scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "../xbr/shaders/super-xbr/super-xbr-pass1b.slang"
shader4 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1b.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_edge"
scale_type_x4 = "source"
@ -37,7 +37,7 @@ scale_x4 = "2.000000"
scale_type_y4 = "source"
scale_y4 = "2.000000"
shader5 = "../windowed/shaders/jinc2.slang"
shader5 = "../interpolation/shaders/jinc2.slang"
filter_linear5 = "false"
wrap_mode5 = "clamp_to_edge"
scale_type5 = viewport

View File

@ -6,14 +6,14 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
shader1 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_edge"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "../xbr/shaders/super-xbr/super-xbr-pass1.slang"
shader2 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_edge"
scale_type_x2 = "source"
@ -21,7 +21,7 @@ scale_x2 = "2.000000"
scale_type_y2 = "source"
scale_y2 = "2.000000"
alias2 = "PassPrev2"
shader3 = "../xbr/shaders/super-xbr/super-xbr-pass2.slang"
shader3 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass2.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_edge"
scale_type_x3 = "source"
@ -29,21 +29,21 @@ scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
shader4 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_edge"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "../xbr/shaders/super-xbr/super-xbr-pass1b.slang"
shader5 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1b.slang"
filter_linear5 = "false"
wrap_mode5 = "clamp_to_edge"
scale_type_x5 = "source"
scale_x5 = "2.000000"
scale_type_y5 = "source"
scale_y5 = "2.000000"
shader6 = "../xbr/shaders/super-xbr/super-xbr-pass2.slang"
shader6 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass2.slang"
filter_linear6 = "false"
wrap_mode6 = "clamp_to_edge"
scale_type_x6 = "source"
@ -52,7 +52,7 @@ scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "../windowed/shaders/jinc2.slang"
shader7 = "../interpolation/shaders/jinc2.slang"
filter_linear7 = "false"
wrap_mode7 = "clamp_to_edge"
scale_type7 = viewport

View File

@ -13,28 +13,28 @@ scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
shader2 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_edge"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../xbr/shaders/super-xbr/super-xbr-pass1.slang"
shader3 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_edge"
scale_type_x3 = "source"
scale_x3 = "2.000000"
scale_type_y3 = "source"
scale_y3 = "2.000000"
shader4 = "../xbr/shaders/super-xbr/super-xbr-pass2.slang"
shader4 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass2.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_edge"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "../windowed/shaders/jinc2.slang"
shader5 = "../interpolation/shaders/jinc2.slang"
filter_linear5 = "false"
wrap_mode5 = "clamp_to_edge"
scale_type5 = viewport

View File

@ -6,28 +6,28 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "../xbr/shaders/super-xbr/super-xbr-pass0.slang"
shader1 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass0.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_edge"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "../xbr/shaders/super-xbr/super-xbr-pass1.slang"
shader2 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass1.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_edge"
scale_type_x2 = "source"
scale_x2 = "2.000000"
scale_type_y2 = "source"
scale_y2 = "2.000000"
shader3 = "../xbr/shaders/super-xbr/super-xbr-pass2.slang"
shader3 = "../edge-smoothing/xbr/shaders/super-xbr/super-xbr-pass2.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_edge"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "../windowed/shaders/jinc2.slang"
shader4 = "../interpolation/shaders/jinc2.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_edge"
scale_type4 = viewport

View File

@ -1,18 +1,18 @@
shaders = 3
shader0 = shaders/2xsai.slang
filter_linear0 = false
scale_type0 = source
scale_x0 = 2.0
scale_y0 = 2.0
shader1 = ../cubic/shaders/bicubic-x.slang
filter_linear1 = false
scale_type_x1 = viewport
scale_type_y1 = source
scale1 = 1.0
shader2 = ../cubic/shaders/bicubic-y.slang
filter_linear2 = false
scale_type2 = viewport
shaders = 3
shader0 = shaders/2xsai.slang
filter_linear0 = false
scale_type0 = source
scale_x0 = 2.0
scale_y0 = 2.0
shader1 = ../../interpolation/shaders/bicubic-x.slang
filter_linear1 = false
scale_type_x1 = viewport
scale_type_y1 = source
scale1 = 1.0
shader2 = ../../interpolation/shaders/bicubic-y.slang
filter_linear2 = false
scale_type2 = viewport

View File

@ -1,163 +1,163 @@
#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
const vec3 dt = vec3(65536.0,256.0,1.0);
float GET_RESULT(float A, float B, float C, float D)
{
return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D)));
}
float reduce(vec3 color)
{
return dot(color,dt);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
/* Default Vertex shader */
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 OGL2Size = params.SourceSize.xy;
vec2 OGL2InvSize = params.SourceSize.zw;
// Calculating texel coordinates
vec2 OGL2Pos = vTexCoord.xy*OGL2Size.xy;
vec2 fp = fract(OGL2Pos);
vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y);
vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y);
if ((fp.x >= 0.50) && (fp.y < 0.50)) g2*=-1.0;
vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize;
vec2 pC8 = pC4 + g1;
vec2 pC0 = pC4 - g1;
vec2 p04 = pC4 - 0.5*g1;
vec2 pC3 = p04 + 0.5*g2;
vec2 pC1 = pC3 - g2;
vec2 pC5 = pC1 + g1;
vec2 pC7 = pC3 + g1;
// Reading the texels
vec3 C0 = texture(Source,pC0 ).xyz;
vec3 C1 = texture(Source,pC1 ).xyz;
vec3 C2 = texture(Source,pC4-g2).xyz;
vec3 C3 = texture(Source,pC3 ).xyz;
vec3 C4 = texture(Source,pC4 ).xyz;
vec3 C5 = texture(Source,pC5 ).xyz;
vec3 D4 = texture(Source,pC8-g2).xyz;
vec3 C6 = texture(Source,pC4+g2).xyz;
vec3 C7 = texture(Source,pC7 ).xyz;
vec3 C8 = texture(Source,pC8 ).xyz;
vec3 D5 = texture(Source,pC5+g1).xyz;
vec3 D0 = texture(Source,pC7+g2).xyz;
vec3 D1 = texture(Source,pC8+g2).xyz;
vec3 D2 = texture(Source,pC7+g1).xyz;
vec3 p10,p11;
float c0 = reduce(C0);float c1 = reduce(C1);
float c2 = reduce(C2);float c3 = reduce(C3);
float c4 = reduce(C4);float c5 = reduce(C5);
float c6 = reduce(C6);float c7 = reduce(C7);
float c8 = reduce(C8);float d0 = reduce(D0);
float d1 = reduce(D1);float d2 = reduce(D2);
float d4 = reduce(D4);float d5 = reduce(D5);
/* 2xSaI code */
/* Copied from the Dosbox source code */
/* Copyright (C) 2002-2007 The DOSBox Team */
/* License: GNU-GPL */
/* Adapted by guest(r) on 20.4 and 9.5. 2007 */
if (c4 == c8) {
if (c5 != c7) {
if (((c4 == c3)&&(c7 == d2))||((c4 == c5)&&(c4 == c6)&&(c3 != c7)&&(c7 == d0))) {
p10 = C4;
} else {
p10 = 0.5*(C4+C7);
}
p11 = C4;
} else {
if (c4 == c5) {
p10 = C4;
p11 = C4;
} else {
float r;
r = GET_RESULT(c4,c5,c3,c1);
r -= GET_RESULT(c5,c4,d4,c2);
r -= GET_RESULT(c5,c4,c6,d1);
r += GET_RESULT(c4,c5,d5,d2);
if (r > 0.0) p11 = C4;
else if (r < 0.0) p11 = C5;
else p11 = 0.25*(C4+C5+C7+C8);
p10 = 0.5*(C4+C7);
}
}
} else
if (c5 == c7) {
if (((c7 == c6)&&(c4 == c2))||((c7 == c3)&&(c7 == c8)&&(c4 != c6)&&(c4 == c0))) {
p10 = C7;
} else {
p10 = 0.5*(C4+C7);
}
p11 = C5;
} else {
p11 = 0.25*(C4+C5+C7+C8);
if ((c4 == c5)&&(c4 == c6)&&(c3 != c7)&&(c7 == d0)) {
p10 = C4;
} else if ((c7 == c3)&&(c7 == c8)&&(c4 != c6)&&(c4 == c0)) {
p10 = C7;
} else {
p10 = 0.5*(C4+C7);
}
}
// Distributing the final products
vec3 color;
if (fp.x >= 0.5 && fp.y >= 0.5) color = p11; else
if (fp.x < 0.5 && fp.y < 0.5) color = C4; else color = p10;
FragColor = vec4(color, 1.0);
}
#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
const vec3 dt = vec3(65536.0,256.0,1.0);
float GET_RESULT(float A, float B, float C, float D)
{
return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D)));
}
float reduce(vec3 color)
{
return dot(color,dt);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
/* Default Vertex shader */
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 OGL2Size = params.SourceSize.xy;
vec2 OGL2InvSize = params.SourceSize.zw;
// Calculating texel coordinates
vec2 OGL2Pos = vTexCoord.xy*OGL2Size.xy;
vec2 fp = fract(OGL2Pos);
vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y);
vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y);
if ((fp.x >= 0.50) && (fp.y < 0.50)) g2*=-1.0;
vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize;
vec2 pC8 = pC4 + g1;
vec2 pC0 = pC4 - g1;
vec2 p04 = pC4 - 0.5*g1;
vec2 pC3 = p04 + 0.5*g2;
vec2 pC1 = pC3 - g2;
vec2 pC5 = pC1 + g1;
vec2 pC7 = pC3 + g1;
// Reading the texels
vec3 C0 = texture(Source,pC0 ).xyz;
vec3 C1 = texture(Source,pC1 ).xyz;
vec3 C2 = texture(Source,pC4-g2).xyz;
vec3 C3 = texture(Source,pC3 ).xyz;
vec3 C4 = texture(Source,pC4 ).xyz;
vec3 C5 = texture(Source,pC5 ).xyz;
vec3 D4 = texture(Source,pC8-g2).xyz;
vec3 C6 = texture(Source,pC4+g2).xyz;
vec3 C7 = texture(Source,pC7 ).xyz;
vec3 C8 = texture(Source,pC8 ).xyz;
vec3 D5 = texture(Source,pC5+g1).xyz;
vec3 D0 = texture(Source,pC7+g2).xyz;
vec3 D1 = texture(Source,pC8+g2).xyz;
vec3 D2 = texture(Source,pC7+g1).xyz;
vec3 p10,p11;
float c0 = reduce(C0);float c1 = reduce(C1);
float c2 = reduce(C2);float c3 = reduce(C3);
float c4 = reduce(C4);float c5 = reduce(C5);
float c6 = reduce(C6);float c7 = reduce(C7);
float c8 = reduce(C8);float d0 = reduce(D0);
float d1 = reduce(D1);float d2 = reduce(D2);
float d4 = reduce(D4);float d5 = reduce(D5);
/* 2xSaI code */
/* Copied from the Dosbox source code */
/* Copyright (C) 2002-2007 The DOSBox Team */
/* License: GNU-GPL */
/* Adapted by guest(r) on 20.4 and 9.5. 2007 */
if (c4 == c8) {
if (c5 != c7) {
if (((c4 == c3)&&(c7 == d2))||((c4 == c5)&&(c4 == c6)&&(c3 != c7)&&(c7 == d0))) {
p10 = C4;
} else {
p10 = 0.5*(C4+C7);
}
p11 = C4;
} else {
if (c4 == c5) {
p10 = C4;
p11 = C4;
} else {
float r;
r = GET_RESULT(c4,c5,c3,c1);
r -= GET_RESULT(c5,c4,d4,c2);
r -= GET_RESULT(c5,c4,c6,d1);
r += GET_RESULT(c4,c5,d5,d2);
if (r > 0.0) p11 = C4;
else if (r < 0.0) p11 = C5;
else p11 = 0.25*(C4+C5+C7+C8);
p10 = 0.5*(C4+C7);
}
}
} else
if (c5 == c7) {
if (((c7 == c6)&&(c4 == c2))||((c7 == c3)&&(c7 == c8)&&(c4 != c6)&&(c4 == c0))) {
p10 = C7;
} else {
p10 = 0.5*(C4+C7);
}
p11 = C5;
} else {
p11 = 0.25*(C4+C5+C7+C8);
if ((c4 == c5)&&(c4 == c6)&&(c3 != c7)&&(c7 == d0)) {
p10 = C4;
} else if ((c7 == c3)&&(c7 == c8)&&(c4 != c6)&&(c4 == c0)) {
p10 = C7;
} else {
p10 = 0.5*(C4+C7);
}
}
// Distributing the final products
vec3 color;
if (fp.x >= 0.5 && fp.y >= 0.5) color = p11; else
if (fp.x < 0.5 && fp.y < 0.5) color = C4; else color = p10;
FragColor = vec4(color, 1.0);
}

View File

@ -1,161 +1,161 @@
#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
const vec3 dt = vec3(65536.0,256.0,1.0);
float GET_RESULT(float A, float B, float C, float D)
{
return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D)));
}
float reduce(vec3 color)
{
return dot(color,dt);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
/* Default Vertex shader */
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 OGL2Size = params.SourceSize.xy;
vec2 OGL2InvSize = params.SourceSize.zw;
// Calculating texel coordinates
vec2 OGL2Pos = vTexCoord*OGL2Size.xy;
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(OGL2InvSize.x,0.0);
vec2 dy = vec2(0.0,OGL2InvSize.y);
vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y);
vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y);
vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize;
vec2 pC8 = pC4 + g1;
// Reading the texels
vec3 C0 = texture(Source,pC4-g1).xyz;
vec3 C1 = texture(Source,pC4-dy).xyz;
vec3 C2 = texture(Source,pC4-g2).xyz;
vec3 D3 = texture(Source,pC4-g2+dx).xyz;
vec3 C3 = texture(Source,pC4-dx).xyz;
vec3 C4 = texture(Source,pC4).xyz;
vec3 C5 = texture(Source,pC4+dx).xyz;
vec3 D4 = texture(Source,pC8-g2).xyz;
vec3 C6 = texture(Source,pC4+g2).xyz;
vec3 C7 = texture(Source,pC4+dy).xyz;
vec3 C8 = texture(Source,pC8).xyz;
vec3 D5 = texture(Source,pC8+dx).xyz;
vec3 D0 = texture(Source,pC4+g2+dy).xyz;
vec3 D1 = texture(Source,pC8+g2).xyz;
vec3 D2 = texture(Source,pC8+dy).xyz;
vec3 D6 = texture(Source,pC8+g1).xyz;
vec3 p00,p10,p01,p11;
float c0 = reduce(C0);float c1 = reduce(C1);
float c2 = reduce(C2);float c3 = reduce(C3);
float c4 = reduce(C4);float c5 = reduce(C5);
float c6 = reduce(C6);float c7 = reduce(C7);
float c8 = reduce(C8);float d0 = reduce(D0);
float d1 = reduce(D1);float d2 = reduce(D2);
float d3 = reduce(D3);float d4 = reduce(D4);
float d5 = reduce(D5);float d6 = reduce(D6);
/* Super2xSaI code */
/* Copied from the Dosbox source code */
/* Copyright (C) 2002-2007 The DOSBox Team */
/* License: GNU-GPL */
/* Adapted by guest(r) on 16.4.2007 */
if (c7 == c5 && c4 != c8) {
p11 = p01 = C7;
} else if (c4 == c8 && c7 != c5) {
p11 = p01 = C4;
} else if (c4 == c8 && c7 == c5) {
float r;
r = GET_RESULT(c5,c4,c6,d1);
r+= GET_RESULT(c5,c4,c3,c1);
r+= GET_RESULT(c5,c4,d2,d5);
r+= GET_RESULT(c5,c4,c2,d4);
if (r > 0.0)
p11 = p01 = C5;
else if (r < 0.0)
p11 = p01 = C4;
else {
p11 = p01 = 0.5*(C4+C5);
}
} else {
if (c5 == c8 && c8 == d1 && c7 != d2 && c8 != d0)
p11 = 0.25*(3.0*C8+C7);
else if (c4 == c7 && c7 == d2 && d1 != c8 && c7 != d6)
p11 = 0.25*(3.0*C7+C8);
else
p11 = 0.5*(C7+C8);
if (c5 == c8 && c5 == c1 && c4 != c2 && c5 != c0)
p01 = 0.25*(3.0*C5+C4);
else if (c4 == c7 && c4 == c2 && c1 != c5 && c4 != d3)
p01 = 0.25*(3.0*C4+C5);
else
p01 = 0.5*(C4+C5);
}
if (c4 == c8 && c7 != c5 && c3 == c4 && c4 != d2)
p10 = 0.5*(C7+C4);
else if (c4 == c6 && c5 == c4 && c3 != c7 && c4 != d0)
p10 = 0.5*(C7+C4);
else
p10 = C7;
if (c7 == c5 && c4 != c8 && c6 == c7 && c7 != c2)
p00 = 0.5*(C7+C4);
else if (c3 == c7 && c8 == c7 && c6 != c4 && c7 != c0)
p00 = 0.5*(C7+C4);
else
p00 = C4;
// Distributing the final products
vec3 color = 0.0.xxx;
if (fp.x < 0.50)
{ if (fp.y < 0.50) color = p00; else color = p10;}
else
{ if (fp.y < 0.50) color = p01; else color = p11;}
FragColor = vec4(color, 1.0);
}
#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
const vec3 dt = vec3(65536.0,256.0,1.0);
float GET_RESULT(float A, float B, float C, float D)
{
return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D)));
}
float reduce(vec3 color)
{
return dot(color,dt);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
/* Default Vertex shader */
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 OGL2Size = params.SourceSize.xy;
vec2 OGL2InvSize = params.SourceSize.zw;
// Calculating texel coordinates
vec2 OGL2Pos = vTexCoord*OGL2Size.xy;
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(OGL2InvSize.x,0.0);
vec2 dy = vec2(0.0,OGL2InvSize.y);
vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y);
vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y);
vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize;
vec2 pC8 = pC4 + g1;
// Reading the texels
vec3 C0 = texture(Source,pC4-g1).xyz;
vec3 C1 = texture(Source,pC4-dy).xyz;
vec3 C2 = texture(Source,pC4-g2).xyz;
vec3 D3 = texture(Source,pC4-g2+dx).xyz;
vec3 C3 = texture(Source,pC4-dx).xyz;
vec3 C4 = texture(Source,pC4).xyz;
vec3 C5 = texture(Source,pC4+dx).xyz;
vec3 D4 = texture(Source,pC8-g2).xyz;
vec3 C6 = texture(Source,pC4+g2).xyz;
vec3 C7 = texture(Source,pC4+dy).xyz;
vec3 C8 = texture(Source,pC8).xyz;
vec3 D5 = texture(Source,pC8+dx).xyz;
vec3 D0 = texture(Source,pC4+g2+dy).xyz;
vec3 D1 = texture(Source,pC8+g2).xyz;
vec3 D2 = texture(Source,pC8+dy).xyz;
vec3 D6 = texture(Source,pC8+g1).xyz;
vec3 p00,p10,p01,p11;
float c0 = reduce(C0);float c1 = reduce(C1);
float c2 = reduce(C2);float c3 = reduce(C3);
float c4 = reduce(C4);float c5 = reduce(C5);
float c6 = reduce(C6);float c7 = reduce(C7);
float c8 = reduce(C8);float d0 = reduce(D0);
float d1 = reduce(D1);float d2 = reduce(D2);
float d3 = reduce(D3);float d4 = reduce(D4);
float d5 = reduce(D5);float d6 = reduce(D6);
/* Super2xSaI code */
/* Copied from the Dosbox source code */
/* Copyright (C) 2002-2007 The DOSBox Team */
/* License: GNU-GPL */
/* Adapted by guest(r) on 16.4.2007 */
if (c7 == c5 && c4 != c8) {
p11 = p01 = C7;
} else if (c4 == c8 && c7 != c5) {
p11 = p01 = C4;
} else if (c4 == c8 && c7 == c5) {
float r;
r = GET_RESULT(c5,c4,c6,d1);
r+= GET_RESULT(c5,c4,c3,c1);
r+= GET_RESULT(c5,c4,d2,d5);
r+= GET_RESULT(c5,c4,c2,d4);
if (r > 0.0)
p11 = p01 = C5;
else if (r < 0.0)
p11 = p01 = C4;
else {
p11 = p01 = 0.5*(C4+C5);
}
} else {
if (c5 == c8 && c8 == d1 && c7 != d2 && c8 != d0)
p11 = 0.25*(3.0*C8+C7);
else if (c4 == c7 && c7 == d2 && d1 != c8 && c7 != d6)
p11 = 0.25*(3.0*C7+C8);
else
p11 = 0.5*(C7+C8);
if (c5 == c8 && c5 == c1 && c4 != c2 && c5 != c0)
p01 = 0.25*(3.0*C5+C4);
else if (c4 == c7 && c4 == c2 && c1 != c5 && c4 != d3)
p01 = 0.25*(3.0*C4+C5);
else
p01 = 0.5*(C4+C5);
}
if (c4 == c8 && c7 != c5 && c3 == c4 && c4 != d2)
p10 = 0.5*(C7+C4);
else if (c4 == c6 && c5 == c4 && c3 != c7 && c4 != d0)
p10 = 0.5*(C7+C4);
else
p10 = C7;
if (c7 == c5 && c4 != c8 && c6 == c7 && c7 != c2)
p00 = 0.5*(C7+C4);
else if (c3 == c7 && c8 == c7 && c6 != c4 && c7 != c0)
p00 = 0.5*(C7+C4);
else
p00 = C4;
// Distributing the final products
vec3 color = 0.0.xxx;
if (fp.x < 0.50)
{ if (fp.y < 0.50) color = p00; else color = p10;}
else
{ if (fp.y < 0.50) color = p01; else color = p11;}
FragColor = vec4(color, 1.0);
}

View File

@ -1,17 +1,17 @@
shaders = 3
shader0 = shaders/super-2xsai.slang
filter_linear0 = false
scale_type0 = source
scale_x0 = 2.0
scale_y0 = 2.0
shader1 = ../cubic/shaders/bicubic-x.slang
filter_linear1 = false
scale_type_x1 = viewport
scale_type_y1 = source
scale1 = 1.0
shader2 = ../cubic/shaders/bicubic-y.slang
filter_linear2 = false
scale_type2 = viewport
shaders = 3
shader0 = shaders/super-2xsai.slang
filter_linear0 = false
scale_type0 = source
scale_x0 = 2.0
scale_y0 = 2.0
shader1 = ../../interpolation/shaders/bicubic-x.slang
filter_linear1 = false
scale_type_x1 = viewport
scale_type_y1 = source
scale1 = 1.0
shader2 = ../../interpolation/shaders/bicubic-y.slang
filter_linear2 = false
scale_type2 = viewport

View File

@ -1,29 +1,29 @@
shaders = 6
shader0 = ../stock.slang
shader0 = ../../stock.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
alias0 = SMAA_Input
shader1 = ../anti-aliasing/shaders/smaa/smaa-pass0.slang
shader1 = ../../anti-aliasing/shaders/smaa/smaa-pass0.slang
filter_linear1 = true
scale_type1 = source
scale1 = 1.0
shader2 = ../anti-aliasing/shaders/smaa/smaa-pass1.slang
shader2 = ../../anti-aliasing/shaders/smaa/smaa-pass1.slang
filter_linear2 = true
scale_type2 = source
scale2 = 1.0
shader3 = ../anti-aliasing/shaders/smaa/smaa-pass2.slang
shader3 = ../../anti-aliasing/shaders/smaa/smaa-pass2.slang
filter_linear3 = true
scale_type3 = source
scale3 = 1.0
textures = "areaTex;searchTex"
areaTex = ../anti-aliasing/shaders/smaa/AreaTex.png
searchTex = ../anti-aliasing/shaders/smaa/SearchTex.png
areaTex = ../../anti-aliasing/shaders/smaa/AreaTex.png
searchTex = ../../anti-aliasing/shaders/smaa/SearchTex.png
shader4 = shaders/fsr-pass0.slang
filter_linear4 = true

View File

@ -1,10 +1,10 @@
shaders = 3
shader0 = ../stock.slang
shader0 = ../../stock.slang
alias0 = hqx_refpass
shader1 = shaders/hq2x-halphon.slang
shader2 = ../stock.slang
shader2 = ../../stock.slang
filter_linear1 = false
scale_type1 = source

View File

@ -1,6 +1,6 @@
shaders = 5
shader0 = ../stock.slang
shader0 = ../../stock.slang
alias0 = hqx_refpass
shader1 = shaders/pass1.slang
shader2 = shaders/hq2x.slang
@ -13,13 +13,13 @@ filter_linear2 = false
scale_type2 = source
scale2 = 2.0
shader3 = ../cubic/shaders/bicubic-x.slang
shader3 = ../../interpolation/shaders/bicubic-x.slang
filter_linear3 = false
scale_type_x3 = viewport
scale_type_y3 = source
scale3 = 1.0
shader4 = ../cubic/shaders/bicubic-y.slang
shader4 = ../../interpolation/shaders/bicubic-y.slang
filter_linear4 = false
textures = LUT

View File

@ -1,6 +1,6 @@
shaders = 5
shader0 = ../stock.slang
shader0 = ../../stock.slang
alias0 = hqx_refpass
shader1 = shaders/pass1.slang
shader2 = shaders/hq3x.slang
@ -13,13 +13,13 @@ filter_linear2 = false
scale_type2 = source
scale2 = 3.0
shader3 = ../cubic/shaders/b-spline-x.slang
shader3 = ../../interpolation/shaders/b-spline-x.slang
filter_linear3 = false
scale_type_x3 = viewport
scale_type_y3 = source
scale3 = 1.0
shader4 = ../cubic/shaders/b-spline-y.slang
shader4 = ../../interpolation/shaders/b-spline-y.slang
filter_linear4 = false

View File

@ -1,6 +1,6 @@
shaders = 5
shader0 = ../stock.slang
shader0 = ../../stock.slang
alias0 = hqx_refpass
shader1 = shaders/pass1.slang
shader2 = shaders/hq4x.slang
@ -13,13 +13,13 @@ filter_linear2 = false
scale_type2 = source
scale2 = 4.0
shader3 = ../cubic/shaders/b-spline-x.slang
shader3 = ../../interpolation/shaders/b-spline-x.slang
filter_linear3 = false
scale_type_x3 = viewport
scale_type_y3 = source
scale3 = 1.0
shader4 = ../cubic/shaders/b-spline-y.slang
shader4 = ../../interpolation/shaders/b-spline-y.slang
filter_linear4 = false
textures = LUT

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@ -1,5 +1,5 @@
shaders = "5"
shader0 = ../denoisers/shaders/fast-bilateral.slang
shader0 = ../../denoisers/shaders/fast-bilateral.slang
filter_linear0 = false
scale_type0 = source
shader1 = "shaders/nedi-pass0.slang"

View File

@ -45,14 +45,14 @@ scale_x3 = "1.000000"
scale_y1 = "1.000000"
scale_y2 = "2.000000"
scale_y3 = "1.000000"
shader0 = "..\..\denoisers\shaders\fast-bilateral.slang"
shader1 = "..\shaders\nedi-pass0.slang"
shader2 = "..\shaders\nedi-pass1.slang"
shader3 = "..\shaders\nedi-pass2.slang"
shader4 = "..\shaders\nedi-jinc.slang"
shader5 = "..\..\denoisers\shaders\slow-bilateral.slang"
shader6 = "..\..\vhs\shaders\vhs.slang"
shader7 = "..\..\sharpen\shaders\adaptive-sharpen.slang"
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
shader1 = "../shaders/nedi-pass0.slang"
shader2 = "../shaders/nedi-pass1.slang"
shader3 = "../shaders/nedi-pass2.slang"
shader4 = "../shaders/nedi-jinc.slang"
shader5 = "../../../denoisers/shaders/slow-bilateral.slang"
shader6 = "../../../vhs/shaders/vhs.slang"
shader7 = "../../../sharpen/shaders/adaptive-sharpen.slang"
shaders = "8"
SIGMA = "10.000000"
SIGMA_R = "0.400000"

View File

@ -38,12 +38,12 @@ scale_x3 = "1.000000"
scale_y1 = "1.000000"
scale_y2 = "2.000000"
scale_y3 = "1.000000"
shader0 = "../../denoisers/shaders/fast-bilateral.slang"
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
shader1 = "../shaders/nedi-pass0.slang"
shader2 = "../shaders/nedi-pass1.slang"
shader3 = "../shaders/nedi-pass2.slang"
shader4 = "../shaders/nedi-jinc.slang"
shader5 = "../../sharpen/shaders/adaptive-sharpen.slang"
shader5 = "../../../sharpen/shaders/adaptive-sharpen.slang"
shaders = "6"
SIGMA_R = "0.400000"
srgb_framebuffer0 = "false"

View File

@ -48,14 +48,14 @@ scale_x3 = "1.000000"
scale_y1 = "1.000000"
scale_y2 = "2.000000"
scale_y3 = "1.000000"
shader0 = "../../denoisers/shaders/fast-bilateral.slang"
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
shader1 = "../shaders/nedi-pass0.slang"
shader2 = "../shaders/nedi-pass1.slang"
shader3 = "../shaders/nedi-pass2.slang"
shader4 = "../shaders/nedi-jinc.slang"
shader5 = "../../misc/shaders/natural-vision.slang"
shader6 = "../../vhs/shaders/vhs.slang"
shader7 = "../../sharpen/shaders/adaptive-sharpen.slang"
shader5 = "../../../misc/shaders/natural-vision.slang"
shader6 = "../../../vhs/shaders/vhs.slang"
shader7 = "../../../sharpen/shaders/adaptive-sharpen.slang"
shaders = "8"
SIGMA_R = "0.400000"
smear = "0.500000"

View File

@ -51,15 +51,15 @@ scale_x3 = "1.000000"
scale_y1 = "1.000000"
scale_y2 = "2.000000"
scale_y3 = "1.000000"
shader0 = "../../denoisers/shaders/fast-bilateral.slang"
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
shader1 = "../shaders/nedi-pass0.slang"
shader2 = "../shaders/nedi-pass1.slang"
shader3 = "../shaders/nedi-pass2.slang"
shader4 = "../shaders/nedi-jinc.slang"
shader5 = "../../misc/shaders/natural-vision.slang"
shader6 = "../../vhs/shaders/vhs.slang"
shader7 = "../../sharpen/shaders/adaptive-sharpen.slang"
shader8 = "../../sharpen/shaders/adaptive-sharpen.slang"
shader5 = "../../../misc/shaders/natural-vision.slang"
shader6 = "../../../vhs/shaders/vhs.slang"
shader7 = "../../../sharpen/shaders/adaptive-sharpen.slang"
shader8 = "../../../sharpen/shaders/adaptive-sharpen.slang"
shaders = "9"
SIGMA_R = "0.400000"
smear = "0.500000"

View File

@ -54,16 +54,16 @@ scale_x3 = "1.000000"
scale_y1 = "1.000000"
scale_y2 = "2.000000"
scale_y3 = "1.000000"
shader0 = "../../denoisers/shaders/fast-bilateral.slang"
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
shader1 = "../shaders/nedi-pass0.slang"
shader2 = "../shaders/nedi-pass1.slang"
shader3 = "../shaders/nedi-pass2.slang"
shader4 = "../shaders/nedi-jinc.slang"
shader5 = "../../misc/shaders/natural-vision.slang"
shader6 = "../../vhs/shaders/vhs.slang"
shader7 = "../../sharpen/shaders/adaptive-sharpen.slang"
shader8 = "../../sharpen/shaders/adaptive-sharpen.slang"
shader9 = "../../reshade/shaders/vibrance-pass-sh1nra358.slang"
shader5 = "../../../misc/shaders/natural-vision.slang"
shader6 = "../../../vhs/shaders/vhs.slang"
shader7 = "../../../sharpen/shaders/adaptive-sharpen.slang"
shader8 = "../../../sharpen/shaders/adaptive-sharpen.slang"
shader9 = "../../../reshade/shaders/vibrance-pass-sh1nra358.slang"
shaders = "10"
SIGMA_R = "0.400000"
smear = "0.500000"

View File

@ -41,13 +41,13 @@ scale_x3 = "1.000000"
scale_y1 = "1.000000"
scale_y2 = "2.000000"
scale_y3 = "1.000000"
shader0 = "../../denoisers/shaders/fast-bilateral.slang"
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
shader1 = "../shaders/nedi-pass0.slang"
shader2 = "../shaders/nedi-pass1.slang"
shader3 = "../shaders/nedi-pass2.slang"
shader4 = "../shaders/nedi-jinc.slang"
shader5 = "../../vhs/shaders/vhs.slang"
shader6 = "../../sharpen/shaders/adaptive-sharpen.slang"
shader5 = "../../../vhs/shaders/vhs.slang"
shader6 = "../../../sharpen/shaders/adaptive-sharpen.slang"
shaders = "7"
SIGMA_R = "0.200000"
smear = "0.500000"

View File

@ -41,13 +41,13 @@ scale_x3 = "1.000000"
scale_y1 = "1.000000"
scale_y2 = "2.000000"
scale_y3 = "1.000000"
shader0 = "../../denoisers/shaders/fast-bilateral.slang"
shader0 = "../../../denoisers/shaders/fast-bilateral.slang"
shader1 = "../shaders/nedi-pass0.slang"
shader2 = "../shaders/nedi-pass1.slang"
shader3 = "../shaders/nedi-pass2.slang"
shader4 = "../shaders/nedi-jinc.slang"
shader5 = "../../vhs/shaders/vhs.slang"
shader6 = "../../sharpen/shaders/adaptive-sharpen.slang"
shader5 = "../../../vhs/shaders/vhs.slang"
shader6 = "../../../sharpen/shaders/adaptive-sharpen.slang"
shaders = "7"
SIGMA_R = "0.400000"
smear = "0.500000"

View File

@ -41,6 +41,6 @@ scale_type5 = source
scale_x5 = 1.0
scale_y5 = 1.0
shader6 = ../windowed/shaders/jinc2.slang
shader6 = ../../interpolation/shaders/jinc2.slang
filter_linear6 = false
scale_type6 = viewport

View File

@ -18,6 +18,6 @@ scale_type2 = source
scale_x2 = 1.0
scale_y2 = 1.0
shader3 = ../windowed/shaders/jinc2.slang
shader3 = ../../interpolation/shaders/jinc2.slang
filter_linear3 = false
scale_type3 = viewport

View File

@ -62,6 +62,6 @@ scale_type8 = source
scale_x8 = 1.0
scale_y8 = 1.0
shader9 = ../windowed/shaders/jinc2.slang
shader9 = ../../interpolation/shaders/jinc2.slang
filter_linear9 = false
scale_type9 = viewport

View File

@ -62,6 +62,6 @@ scale_type8 = source
scale_x8 = 1.0
scale_y8 = 1.0
shader9 = ../windowed/shaders/jinc2.slang
shader9 = ../../interpolation/shaders/jinc2.slang
filter_linear9 = false
scale_type9 = viewport

View File

@ -36,6 +36,6 @@ scale_type5 = source
scale_x5 = 1.0
scale_y5 = 1.0
shader6 = ../windowed/shaders/jinc2.slang
shader6 = ../../interpolation/shaders/jinc2.slang
filter_linear6 = false
scale_type6 = viewport

View File

@ -54,6 +54,6 @@ scale_type8 = source
scale_x8 = 1.0
scale_y8 = 1.0
shader9 = ../windowed/shaders/jinc2.slang
shader9 = ../../interpolation/shaders/jinc2.slang
filter_linear9 = false
scale_type9 = viewport

View File

@ -36,6 +36,6 @@ scale_type5 = source
scale_x5 = 1.0
scale_y5 = 1.0
shader6 = ../windowed/shaders/jinc2.slang
shader6 = ../../interpolation/shaders/jinc2.slang
filter_linear6 = false
scale_type6 = viewport

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