mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-26 18:10:33 +00:00
259ff81f4b
* 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/
124 lines
3.3 KiB
Plaintext
124 lines
3.3 KiB
Plaintext
#version 450
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/*
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Lanczos3 - passX
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Multipass code by Hyllian 2022.
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*/
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/*
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Copyright (C) 2010 Team XBMC
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http://www.xbmc.org
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Copyright (C) 2011 Stefanos A.
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http://www.opentk.com
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This Program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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any later version.
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This Program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with XBMC; see the file COPYING. If not, write to
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the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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http://www.gnu.org/copyleft/gpl.html
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float LANCZOS3_ANTI_RINGING;
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} params;
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#pragma parameter LANCZOS3_ANTI_RINGING "Lanczos3 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
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#define LANCZOS3_ANTI_RINGING params.LANCZOS3_ANTI_RINGING
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#define AR_STRENGTH 0.8
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#define FIX(c) (max(abs(c), 1e-5))
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const float PI = 3.1415926535897932384626433832795;
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const float radius = 3.0;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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vec3 weight3(float x)
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{
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// Looks like "sample" is a reserved word in slang.
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vec3 Sample = FIX(2.0 * PI * vec3(x - 1.5, x - 0.5, x + 0.5));
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// Lanczos3. Note: we normalize outside this function, so no point in multiplying by radius.
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return sin(Sample) * sin(Sample / radius) / (Sample * Sample);
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}
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void main()
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{
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vec2 ps = params.SourceSize.zw;
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vec2 pos = vTexCoord.xy + ps * vec2(0.5, 0.0);
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vec2 fp = fract(pos / ps);
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vec2 xystart = (-2.5 - fp) * ps + pos;
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float ypos = xystart.y + ps.y * 3.0;
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vec3 C0 = texture(Source, vec2(xystart.x , ypos)).rgb;
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vec3 C1 = texture(Source, vec2(xystart.x + ps.x , ypos)).rgb;
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vec3 C2 = texture(Source, vec2(xystart.x + ps.x * 2.0, ypos)).rgb;
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vec3 C3 = texture(Source, vec2(xystart.x + ps.x * 3.0, ypos)).rgb;
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vec3 C4 = texture(Source, vec2(xystart.x + ps.x * 4.0, ypos)).rgb;
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vec3 C5 = texture(Source, vec2(xystart.x + ps.x * 5.0, ypos)).rgb;
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vec3 w1 = weight3(0.5 - fp.x * 0.5);
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vec3 w2 = weight3(1.0 - fp.x * 0.5);
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float sum = dot( w1, vec3(1)) + dot( w2, vec3(1));
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w1 /= sum;
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w2 /= sum;
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vec3 color = mat3( C0, C2, C4 ) * w1 + mat3( C1, C3, C5) * w2;
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// Anti-ringing
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if (LANCZOS3_ANTI_RINGING == 1.0)
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{
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vec3 aux = color;
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vec3 min_sample = min(min(C1, C2), min(C3, C4));
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vec3 max_sample = max(max(C1, C2), max(C3, C4));
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, AR_STRENGTH*step(0.0, (C1-C2)*(C3-C4)));
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}
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FragColor = vec4(color, 1.0);
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}
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