slang-shaders/edge-smoothing/ddt/shaders/ddt.slang
Hyllian 2ac8ca7c1b Update ddt.slang
* Implemented Fallback to Bilinear controlled by user param.

* At its default value it gets rid of most ddt artifacts by falling back to relied bilinear filtering.

* At value 1.0, it behaves as original DDT shader.
2024-04-05 15:22:30 -03:00

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#version 450
/*
Hyllian's DDT Shader
Copyright (C) 2011-2024 Hyllian/Jararaca - 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 BIL_FALLBACK;
} params;
#pragma parameter BIL_FALLBACK "Bilinear Fallback Threshold" 0.6 0.0 1.0 0.05
#define BIL_FALLBACK params.BIL_FALLBACK
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(a,b,c) mix(a,b,c)
#define mul(a,b) (b*a)
#define fmod(c,d) mod(c,d)
#define frac(c) fract(c)
#define tex2D(c,d) texture(c,d)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float3x3 mat3x3
#define float4x4 mat4x4
#define decal Source
const float3 Y = float3(.2126, .7152, .0722);
float luma(float3 color)
{
return dot(color, Y);
}
float3 bilinear(float p, float q, float3 A, float3 B, float3 C, float3 D)
{
return ((1-p)*(1-q)*A + p*(1-q)*B + (1-p)*q*C + p*q*D);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec2 loc;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
float dx = ps.x;
float dy = ps.y;
t1.xy = float2( dx, 0); // F
t1.zw = float2( 0, dy); // H
loc = vTexCoord*params.SourceSize.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec2 loc;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
float2 pos = frac(loc)-float2(0.5, 0.5); // pos = pixel position
float2 dir = sign(pos); // dir = pixel direction
float2 g1 = dir*t1.xy;
float2 g2 = dir*t1.zw;
float3 A = tex2D(decal, vTexCoord ).xyz;
float3 B = tex2D(decal, vTexCoord +g1 ).xyz;
float3 C = tex2D(decal, vTexCoord +g2).xyz;
float3 D = tex2D(decal, vTexCoord +g1+g2).xyz;
float a = luma(A);
float b = luma(B);
float c = luma(C);
float d = luma(D);
float p = abs(pos.x);
float q = abs(pos.y);
float k = distance(pos,g1 * params.SourceSize.xy);
float l = distance(pos,g2 * params.SourceSize.xy);
float wd1 = abs(a-d);
float wd2 = abs(b-c);
float3 color = bilinear(p, q, A, B, C, D);
if ( wd1 < wd2 )
{
if (k < l)
{
C = A + D - B;
}
else
{
B = A + D - C;
}
}
else if (wd1 > wd2)
{
D = B + C - A;
}
float3 ddt = bilinear(p, q, A, B, C, D);
color = mix(color, ddt, smoothstep(0.0, BIL_FALLBACK, abs(wd2-wd1)));
FragColor = vec4(color, 1.0);
}