slang-shaders/anti-aliasing/shaders/ewa_curvature.slang

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#version 450
/**
* Practical Elliptical Texture Filtering on the GPU
* Copyright 2010-2011 Pavlos Mavridis, All rights reserved.
*
* Version: 0.6 - 12 / 7 / 2011 (DD/MM/YY)
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float warpX, warpY;
float DOTMASK_STRENGTH;
float maskDark;
float maskLight;
float shadowMask;
} params;
#pragma parameter warpX "EWA Curvature X-Axis" 0.031 0.0 0.125 0.01
#pragma parameter warpY "EWA Curvature Y-Axis" 0.041 0.0 0.125 0.01
vec2 Distortion = vec2(params.warpX, params.warpY) * 15.;
#pragma parameter shadowMask "Mask Style" 3.0 -1.0 5.0 1.0
#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.01
#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
#define mod_factor vTexCoord.x * params.SourceSize.x * params.OutputSize.x / params.SourceSize.x
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;
//{========= TEXTURE FILTERING (EWA) PARAMETERS =========
#define MAX_ECCENTRICITY 1
#define FILTER_WIDTH 0.8
#define FILTER_SHARPNESS 1.0
#define TEXELS_PER_PIXEL 1.0
#define TEXEL_LIMIT 32
#define FILTER_FUNC gaussFilter
//}======================================================
#define M_PI 3.14159265358979323846
#define SourceImage Source
//{========================= FILTER FUNCTIONS =======================
// We only use the Gaussian filter function. The other filters give
// very similar results.
float boxFilter(float r2){
return 1.0;
}
float gaussFilter(float r2){
float alpha = FILTER_SHARPNESS;
return exp(-alpha * r2);
}
float triFilter(float r2){
float alpha = FILTER_SHARPNESS;
float r= sqrt(r2);
return max(0, 1.-r);///alpha);
}
float sinc(float x){
return sin(M_PI*x)/(M_PI*x);
}
float lanczosFilter(float r2){
if (r2==0)
return 1.;
float r= sqrt(r2);
return sinc(r)*sinc(r/1.3);
}
//catmull-rom filter
float crFilter(float r2){
float r = sqrt(r2);
return (r>=2.)?.0:(r<1.)?(3.*r*r2-5.*r2+2.):(-r*r2+5.*r2-8*r+4.);
}
float quadraticFilter(float r2){
float a = FILTER_SHARPNESS;
return 1.0 - r2/(a*a);
}
float cubicFilter(float r2){
float a = FILTER_SHARPNESS;
float r = sqrt(r2);
return 1.0 - 3*r2/(a*a) + 2*r*r2/(a*a*a);
}
//}
//==================== EWA ( reference / 2-tex / 4-tex) ====================
/**
* EWA filter
* Adapted from an ANSI C implementation from Matt Pharr
*/
vec4 ewaFilter(sampler2D Source, vec2 p0, vec2 du, vec2 dv, int scale){
vec4 foo = texture(Source,p0);
//don't bother with elliptical filtering if the scale is very small
if(scale<2)
return foo;
p0 -=vec2(0.5,0.5)/scale;
vec2 p = scale * p0;
float ux = FILTER_WIDTH * du.s * scale;
float vx = FILTER_WIDTH * du.t * scale;
float uy = FILTER_WIDTH * dv.s * scale;
float vy = FILTER_WIDTH * dv.t * scale;
// compute ellipse coefficients
// A*x*x + B*x*y + C*y*y = F.
float A = vx*vx+vy*vy+1;
float B = -2*(ux*vx+uy*vy);
float C = ux*ux+uy*uy+1;
float F = A*C-B*B/4.;
// Compute the ellipse's (u,v) bounding box in texture space
float bbox_du = 2. / (-B*B+4.0*C*A) * sqrt((-B*B+4.0*C*A)*C*F);
float bbox_dv = 2. / (-B*B+4.0*C*A) * sqrt(A*(-B*B+4.0*C*A)*F);
//the ellipse bbox
int u0 = int(floor(p.s - bbox_du));
int u1 = int(ceil (p.s + bbox_du));
int v0 = int(floor(p.t - bbox_dv));
int v1 = int(ceil (p.t + bbox_dv));
// Heckbert MS thesis, p. 59; scan over the bounding box of the ellipse
// and incrementally update the value of Ax^2+Bxy*Cy^2; when this
// value, q, is less than F, we're inside the ellipse so we filter
// away..
vec4 num= vec4(0., 0., 0., 1.);
float den = 0;
float ddq = 2 * A;
float U = u0 - p.s;
for (int v = v0; v <= v1; ++v) {
float V = v - p.t;
float dq = A*(2*U+1) + B*V;
float q = (C*V + B*U)*V + A*U*U;
for (int u = u0; u <= u1; ++u) {
if (q < F)
{
float r2 = q / F;
float weight = FILTER_FUNC(r2);
num += weight* texture(Source, vec2(u+0.5,v+0.5)/scale);
den += weight;
}
q += dq;
dq += ddq;
}
}
vec4 color = num*(1./den);
return color;
}
vec4 texture2DEWA(sampler2D tex, vec2 coords){
vec2 du = dFdx(coords);
vec2 dv = dFdy(coords);
int scale = textureSize(tex, 0).x;
return ewaFilter(tex, coords, du, dv, scale );
}
vec2 Warp(vec2 texCoord){
vec2 curvedCoords = texCoord * 2.0 - 1.0;
float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y);
curvedCoords = curvedCoords / curvedCoordsDistance;
curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+Distortion*0.2))));
curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+Distortion*0.2))));
curvedCoords = curvedCoords * 0.5 + 0.5;
return curvedCoords;
}
// Lottes' public domain mask code
// Shadow mask.
vec3 Mask(vec2 pos){
vec3 mask=vec3(params.maskDark,params.maskDark,params.maskDark);
// Very compressed TV style shadow mask.
if (params.shadowMask == 1.0) {
float line=params.maskLight;
float odd=0.0;
if(fract(pos.x/6.0)<0.5)odd=1.0;
if(fract((pos.y+odd)/2.0)<0.5)line=params.maskDark;
pos.x=fract(pos.x/3.0);
if(pos.x<0.333)mask.r=params.maskLight;
else if(pos.x<0.666)mask.g=params.maskLight;
else mask.b=params.maskLight;
mask*=line;
}
// Aperture-grille.
else if (params.shadowMask == 2.0) {
pos.x=fract(pos.x/3.0);
if(pos.x<0.333)mask.r=params.maskLight;
else if(pos.x<0.666)mask.g=params.maskLight;
else mask.b=params.maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (params.shadowMask == 3.0) {
pos.x+=pos.y*3.0;
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=params.maskLight;
else if(pos.x<0.666)mask.g=params.maskLight;
else mask.b=params.maskLight;
}
// VGA style shadow mask.
else if (params.shadowMask == 4.0) {
pos.xy=floor(pos.xy*vec2(1.0,0.5));
pos.x+=pos.y*3.0;
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=params.maskLight;
else if(pos.x<0.666)mask.g=params.maskLight;
else mask.b=params.maskLight;
}
return mask;
}
// torridgristle's shadowmask code
const float Pi = 3.1415926536;
vec3 SinPhosphor(vec3 image)
{
float MaskR = sin(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.00000+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5;
float MaskG = sin(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*1.33333+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5;
float MaskB = sin(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.66667+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5;
vec3 Mask = vec3(MaskR,MaskG,MaskB);
Mask = min(Mask*2.0,1.0);
return vec3(Mask * image);
}
// cgwg's aperture grille
vec3 cgwg_mask(vec3 image)
{
float mask = 1.0 - params.DOTMASK_STRENGTH;
//Output pixels are alternately tinted green and magenta
vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
vec3(mask, 1.0, mask),
floor(mod(mod_factor, 2.0)));
return image * dotMaskWeights;
}
void main()
{
FragColor = texture2DEWA(SourceImage, Warp(vTexCoord));
if(params.shadowMask < -0.5)
return;
else
{
if (params.shadowMask == 0.0)
{
FragColor.rgb = cgwg_mask(FragColor.rgb);
FragColor = vec4(FragColor.rgb, 1.0);
return;
}
else if (params.shadowMask == 5.0)
{
FragColor.rgb *= SinPhosphor(FragColor.rgb);
}
else
{
// Lottes mask needs linear gamma
FragColor.rgb = pow(FragColor.rgb, vec3(2.2));
FragColor.rgb *= Mask(floor(1.000001 * vTexCoord.xy * params.OutputSize.xy + vec2(0.5)));
}
FragColor = vec4(pow(FragColor.rgb, vec3(1.0/2.2)), 1.0);
}
}