slang-shaders/dithering/shaders/g-sharp_resampler.slang

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#version 450
/*
G-sharp resampler - dynamic range, resizable
Copyright (C) 2020 - 2021 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.
Anti-Ringing inspired by Hyllian
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIGMA_HV;
float HSHARP0;
float HAR;
float SHAR;
} params;
#pragma parameter HSHARP0 "Filter Range" 1.2 1.0 6.0 0.1
#define HSHARP0 params.HSHARP0
#pragma parameter SIGMA_HV "Gaussian Blur Sigma" 0.75 0.1 7.0 0.05
#define SIGMA_HV params.SIGMA_HV
#pragma parameter SHAR "Sharpness Definition" 0.5 0.0 2.0 0.05
#define SHAR params.SHAR
#pragma parameter HAR "Anti-Ringing" 0.5 0.0 1.0 0.10
#define HAR params.HAR
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;
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
float invsqrsigma_h = 1.0/(2.0*SIGMA_HV*SIGMA_HV);
float gaussian(float x, float y)
{
return exp(-(x*x + y*y)*invsqrsigma_h);
}
void main()
{
vec2 f = fract(SourceSize.xy * vTexCoord.xy);
f = 0.5 - f;
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
vec2 dx = vec2(SourceSize.z, 0.0);
vec2 dy = vec2(0.0, SourceSize.w);
vec3 colorx = 0.0.xxx;
vec3 colory = 0.0.xxx;
float wx, wy;
float wsumx = 0.0;
float wsumy = 0.0;
vec3 pixel;
float x;
vec3 xcmax = 0.0.xxx;
vec3 xcmin = 1.0.xxx;
float sharp = gaussian(HSHARP0, 0.0);
float maxsharp = 0.07;
float FPR = HSHARP0;
float fpx = 1.0;
float LOOPSIZE = ceil(2.0*FPR);
float y = -LOOPSIZE;
do
{
x = -LOOPSIZE;
do
{
pixel = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb;
wx = gaussian(x+f.x, y+f.y) - sharp;
fpx = (sqrt(dot(vec2(x+f.x,y+f.y),vec2(x+f.x,y+f.y)))-FPR)/FPR;
if (((x*x) + (y*y)) < 1.25*FPR) { xcmax = max(xcmax, pixel); xcmin = min(xcmin, pixel); }
if (wx < 0.0) wx = clamp(wx, mix(-maxsharp, 0.0, pow(abs(fpx), SHAR)), 0.0);
colorx = colorx + wx * pixel;
wsumx = wsumx + wx;
x = x + 1.0;
} while (x <= LOOPSIZE);
y = y + 1.0;
} while (y <= LOOPSIZE);
vec3 color = colorx/wsumx;
color = mix(clamp(color, 0.0, 1.0), clamp(color, xcmin, xcmax), HAR);
FragColor = vec4(color, 1.0);
}