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- #version 150
- /*
-
- ******* Super 8XBR 3D Shader - pass1 *******
-
- Copyright (c) 2016 Hyllian - 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.
- */
- uniform sampler2D source[];
- uniform sampler2D frame[];
- uniform sampler2D pixmap[];
- uniform vec4 sourceSize[];
- uniform vec4 targetSize;
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- const float XBR_EDGE_STR = 2.0;
- const float XBR_WEIGHT = 1.0;
- const float XBR_ANTI_RINGING = 1.0;
- #define mul(a,b) (b*a)
- #define wp1 8.0
- #define wp2 0.0
- #define wp3 0.0
- #define wp4 0.0
- #define wp5 0.0
- #define wp6 0.0
- #define XBR_RES 8.0
- #define weight1 (XBR_WEIGHT*1.75068/10.0)
- #define weight2 (XBR_WEIGHT*1.29633/10.0/2.0)
- const vec3 Y = vec3(.2126, .7152, .0722);
- const vec3 dtt = vec3(65536.,255.,1.);
- vec4 reduce4(vec3 A, vec3 B, vec3 C, vec3 D)
- {
- return mul(mat4x3(A, B, C, D), dtt);
- }
- float RGBtoYUV(vec3 color)
- {
- return dot(color, Y);
- }
- float df(float A, float B)
- {
- return abs(A-B);
- }
- bool eq(float A, float B)
- {
- return (df(A, B) < 15.0);
- }
- /*
- P1
- |P0|B |C |P1| C F4 |a0|b1|c2|d3|
- |D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
- |G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
- |P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
- G H5
- P2
- */
- float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3)
- {
- return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3)));
- }
- float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4)
- {
- return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) );
- }
- vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
- {
- return min(a, min(b, min(c, d)));
- }
- vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
- {
- return max(a, max(b, max(c, d)));
- }
- #define vTexCoord (texCoord * 1.0001)
- #define SourceSize sourceSize[0]
- #define Source source[0]
- #define Original source[1]
- #define FragColor fragColor
- void main(void) {
- //Skip pixels on wrong grid
- vec2 dir = fract(vTexCoord * SourceSize.xy / XBR_RES) - vec2(0.5, 0.5);
- if ((dir.x*dir.y) > 0.0)
- {
- FragColor = texture(Source, vTexCoord);
- }
- else
- {
- vec2 tex = (floor(vTexCoord * SourceSize.xy / XBR_RES) + vec2(0.5, 0.5)) * XBR_RES * SourceSize.zw;
- vec2 g1 = vec2((XBR_RES/2.0)/SourceSize.x, 0.0);
- vec2 g2 = vec2(0.0, (XBR_RES/2.0)/SourceSize.y);
- vec3 P0 = texture(Source, vTexCoord -3.0*g1 ).xyz;
- vec3 P1 = texture(Source, vTexCoord -3.0*g2).xyz;
- vec3 P2 = texture(Source, vTexCoord +3.0*g2).xyz;
- vec3 P3 = texture(Source, vTexCoord +3.0*g1 ).xyz;
- vec3 B = texture(Source, vTexCoord -2.0*g1 -g2).xyz;
- vec3 C = texture(Source, vTexCoord -g1 -2.0*g2).xyz;
- vec3 D = texture(Source, vTexCoord -2.0*g1 +g2).xyz;
- vec3 E = texture(Source, vTexCoord -g1 ).xyz;
- vec3 F = texture(Source, vTexCoord -g2).xyz;
- vec3 G = texture(Source, vTexCoord -g1 +2.0*g2).xyz;
- vec3 H = texture(Source, vTexCoord +g2).xyz;
- vec3 I = texture(Source, vTexCoord +g1 ).xyz;
- vec3 F4 = texture(Source,vTexCoord +g1 -2.0*g2).xyz;
- vec3 I4 = texture(Source,vTexCoord +2.0*g1 -g2).xyz;
- vec3 H5 = texture(Source,vTexCoord +g1 +2.0*g2).xyz;
- vec3 I5 = texture(Source,vTexCoord +2.0*g1 +g2).xyz;
- vec3 A = texture(Source, vTexCoord).xyz;
- g1 *= 2.0;
- g2 *= 2.0;
- vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz;
- vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz;
- vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz;
- vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz;
- vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz;
- vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz;
- vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz;
- vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz;
- vec4 f0 = reduce4(F6, F7, F8, F9);
- vec4 h0 = reduce4(H6, H7, H8, H9);
- bool block_3d = ((f0.xyz==f0.yzw) && (h0.xyz==h0.yzw));
- float b = RGBtoYUV( B );
- float c = RGBtoYUV( C );
- float d = RGBtoYUV( D );
- float e = RGBtoYUV( E );
- float f = RGBtoYUV( F );
- float g = RGBtoYUV( G );
- float h = RGBtoYUV( H );
- float i = RGBtoYUV( I );
- float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 );
- float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 );
- float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 );
- float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 );
- /* Calc edgeness in diagonal directions. */
- float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 ));
- /* Calc edgeness in horizontal/vertical directions. */
- float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4));
- float limits = XBR_EDGE_STR + 0.000001;
- float edge_strength = smoothstep(0.0, limits, abs(d_edge));
- /* Filter weights. Two taps only. */
- vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1);
- vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2);
- /* Filtering and normalization in four direction generating four colors. */
- vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 ));
- vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 ));
- vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4));
- vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5));
- bool ir_lv1 = (((e!=f) && (e!=h)) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) );
- /* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */
- vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength);
- /* Anti-ringing code. */
- vec3 min_sample = min4( E, F, H, I ) + (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
- vec3 max_sample = max4( E, F, H, I ) - (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
- color = clamp(color, min_sample, max_sample);
- color = block_3d ? color : A;
- FragColor = vec4(color, 1.0);
- }
- }
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