diff --git a/xsal/2xsal-level2 - CRT.slangp b/xsal/2xsal-level2 - CRT.slangp new file mode 100644 index 00000000..42aa5eca --- /dev/null +++ b/xsal/2xsal-level2 - CRT.slangp @@ -0,0 +1,12 @@ +shaders = 2 + +shader0 = shaders/2xsal-level2.slang +filter_linear0 = false +scale_type0 = source +scale_x0 = 2.0 +scale_y0 = 2.0 + +shader1 = ../crt/shaders/dotmask.slang +filter_linear1 = true +scale_type1 = viewport +scale1 = 1.0 diff --git a/xsal/2xsal-level2.slangp b/xsal/2xsal-level2.slangp new file mode 100644 index 00000000..be03efe0 --- /dev/null +++ b/xsal/2xsal-level2.slangp @@ -0,0 +1,11 @@ +shaders = 2 + +shader0 = shaders/2xsal-level2.slang +filter_linear0 = false +scale_type0 = source +scale_x0 = 2.0 +scale_y0 = 2.0 + +shader1 = ../stock.slang +filter_linear1 = true +scale_type_1 = source diff --git a/xsal/2xsal.slangp b/xsal/2xsal.slangp new file mode 100644 index 00000000..d4783ba8 --- /dev/null +++ b/xsal/2xsal.slangp @@ -0,0 +1,11 @@ +shaders = 2 + +shader0 = shaders/2xsal.slang +filter_linear0 = false +scale_type0 = source +scale_x0 = 2.0 +scale_y0 = 2.0 + +shader1 = ../stock.slang +filter_linear1 = true +scale_type_1 = source diff --git a/xsal/4xsal-level2 - CRT.slangp b/xsal/4xsal-level2 - CRT.slangp new file mode 100644 index 00000000..16efec56 --- /dev/null +++ b/xsal/4xsal-level2 - CRT.slangp @@ -0,0 +1,18 @@ +shaders = 3 + +shader0 = shaders/2xsal-level2.slang +filter_linear0 = false +scale_type0 = source +scale_x0 = 2.0 +scale_y0 = 2.0 + +shader1 = shaders/2xsal.slang +filter_linear1 = false +scale_type1 = source +scale_x1 = 2.0 +scale_y1 = 2.0 + +shader2 = ../crt/shaders/dotmask.slang +filter_linear2 = true +scale_type2 = viewport +scale2 = 1.0 diff --git a/xsal/4xsal-level2 - DDT.slangp b/xsal/4xsal-level2 - DDT.slangp new file mode 100644 index 00000000..f675b0b2 --- /dev/null +++ b/xsal/4xsal-level2 - DDT.slangp @@ -0,0 +1,13 @@ +shaders = 2 + +shader0 = shaders/2xsal-level2.slang +filter_linear0 = false +scale_type0 = source +scale_x0 = 2.0 +scale_y0 = 2.0 + +shader1 = ../ddt/shaders/ddt-extended.slang +filter_linear1 = false +scale_type1 = viewport +scale1 = 1.0 + diff --git a/xsal/4xsal-level2.slangp b/xsal/4xsal-level2.slangp new file mode 100644 index 00000000..ca8ec5a7 --- /dev/null +++ b/xsal/4xsal-level2.slangp @@ -0,0 +1,17 @@ +shaders = 3 + +shader0 = shaders/2xsal-level2.slang +filter_linear0 = false +scale_type0 = source +scale_x0 = 2.0 +scale_y0 = 2.0 + +shader1 = shaders/2xsal.slang +filter_linear1 = false +scale_type1 = source +scale_x1 = 2.0 +scale_y1 = 2.0 + +shader2 = ../stock.slang +filter_linear2 = true +scale_type2 = source diff --git a/xsal/shaders/2xsal-level2.slang b/xsal/shaders/2xsal-level2.slang new file mode 100644 index 00000000..7ccf01d5 --- /dev/null +++ b/xsal/shaders/2xsal-level2.slang @@ -0,0 +1,95 @@ +#version 450 + +/* + Copyright (C) 2016 guest(r) - guest.r@gmail.com + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +*/ + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} params; + +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; + +/* 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() +{ + float dx = 0.25 * params.SourceSize.z; + float dy = 0.25 * params.SourceSize.w; + vec3 dt = vec3(1.0, 1.0, 1.0); + + vec4 yx = vec4( dx, dy, -dx, -dy); + vec4 xh = vec4(3*dx, dy, -3*dx, -dy); + vec4 yv = vec4( dx, 3*dy, -dx, -3*dy); + + vec3 c11 = texture(Source, vTexCoord ).xyz; + vec3 s00 = texture(Source, vTexCoord + yx.zw).xyz; + vec3 s20 = texture(Source, vTexCoord + yx.xw).xyz; + vec3 s22 = texture(Source, vTexCoord + yx.xy).xyz; + vec3 s02 = texture(Source, vTexCoord + yx.zy).xyz; + vec3 h00 = texture(Source, vTexCoord + xh.zw).xyz; + vec3 h20 = texture(Source, vTexCoord + xh.xw).xyz; + vec3 h22 = texture(Source, vTexCoord + xh.xy).xyz; + vec3 h02 = texture(Source, vTexCoord + xh.zy).xyz; + vec3 v00 = texture(Source, vTexCoord + yv.zw).xyz; + vec3 v20 = texture(Source, vTexCoord + yv.xw).xyz; + vec3 v22 = texture(Source, vTexCoord + yv.xy).xyz; + vec3 v02 = texture(Source, vTexCoord + yv.zy).xyz; + + float m1 = 1.0/(dot(abs(s00 - s22), dt) + 0.00001); + float m2 = 1.0/(dot(abs(s02 - s20), dt) + 0.00001); + float h1 = 1.0/(dot(abs(s00 - h22), dt) + 0.00001); + float h2 = 1.0/(dot(abs(s02 - h20), dt) + 0.00001); + float h3 = 1.0/(dot(abs(h00 - s22), dt) + 0.00001); + float h4 = 1.0/(dot(abs(h02 - s20), dt) + 0.00001); + float v1 = 1.0/(dot(abs(s00 - v22), dt) + 0.00001); + float v2 = 1.0/(dot(abs(s02 - v20), dt) + 0.00001); + float v3 = 1.0/(dot(abs(v00 - s22), dt) + 0.00001); + float v4 = 1.0/(dot(abs(v02 - s20), dt) + 0.00001); + + vec3 t1 = 0.5*(m1*(s00 + s22) + m2*(s02 + s20))/(m1 + m2); + vec3 t2 = 0.5*(h1*(s00 + h22) + h2*(s02 + h20) + h3*(h00+s22) + h4*(h02 + s20))/(h1 + h2 + h3 + h4); + vec3 t3 = 0.5*(v1*(s00 + v22) + v2*(s02 + v20) + v3*(v00+s22) + v4*(v02 + s20))/(v1 + v2 + v3 + v4); + + float k1 = 1.0/(dot(abs(t1 - c11),dt) + 0.00001); + float k2 = 1.0/(dot(abs(t2 - c11),dt) + 0.00001); + float k3 = 1.0/(dot(abs(t3 - c11),dt) + 0.00001); + + FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1 + k2 + k3), 1.0); +} diff --git a/xsal/shaders/2xsal.slang b/xsal/shaders/2xsal.slang new file mode 100644 index 00000000..32e31abd --- /dev/null +++ b/xsal/shaders/2xsal.slang @@ -0,0 +1,79 @@ +#version 450 + +/* + Copyright (C) 2007 guest(r) - guest.r@gmail.com + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +*/ + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} params; + +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; + +/* 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; + +struct deltas +{ + vec2 UL, UR, DL, DR; +}; + +void main() +{ + vec2 texsize = params.SourceSize.xy; + float dx = pow(texsize.x, -1.0) * 0.25; + float dy = pow(texsize.y, -1.0) * 0.25; + vec3 dt = vec3(1.0, 1.0, 1.0); + + deltas VAR = { + vTexCoord + vec2(-dx, -dy), + vTexCoord + vec2( dx, -dy), + vTexCoord + vec2(-dx, dy), + vTexCoord + vec2( dx, dy) + }; + + vec3 c00 = texture(Source, VAR.UL).xyz; + vec3 c20 = texture(Source, VAR.UR).xyz; + vec3 c02 = texture(Source, VAR.DL).xyz; + vec3 c22 = texture(Source, VAR.DR).xyz; + + float m1 = dot(abs(c00 - c22), dt) + 0.001; + float m2 = dot(abs(c02 - c20), dt) + 0.001; + + FragColor = vec4((m1*(c02 + c20) + m2*(c22 + c00)) / (2.0*(m1 + m2)), 1.0); +}