Add 2xsal-level2-xbr shader and presets (#573)

* Add 2xsal-level2-xbr shader and presets

Port of guest' shaders from Cg.

* xbr-xsal presets moved to presets subdir
This commit is contained in:
Hyllian 2024-04-10 21:27:05 -03:00 committed by GitHub
parent 9f2c201028
commit 341aac7b7f
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
5 changed files with 262 additions and 0 deletions

View file

@ -0,0 +1,101 @@
#version 450
/*
Copyright (C) 2016 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.
*/
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
float AAOFFSET;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter AAOFFSET "Filter width" 1.0 0.25 2.0 0.125
#define AAOFFSET params.AAOFFSET
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
/* VERTEX_SHADER */
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 texsize = params.SourceSize.xy;
float dx = AAOFFSET/texsize.x;
float dy = AAOFFSET/texsize.y;
vec3 dt = vec3(1.0, 1.0, 1.0);
vec4 yx = vec4( dx, dy, -dx, -dy);
vec4 xh = yx*vec4(3.0,1.0,3.0,1.0);
vec4 yv = yx*vec4(1.0,3.0,1.0,3.0);
vec3 c11 = texture(Source, vTexCoord ).xyz;
vec3 s00 = texture(Source, vTexCoord + yx.zw).xyz;
vec3 s20 = texture(Source, vTexCoord + yx.xw).xyz;
vec3 s22 = texture(Source, vTexCoord + yx.xy).xyz;
vec3 s02 = texture(Source, vTexCoord + yx.zy).xyz;
vec3 h00 = texture(Source, vTexCoord + xh.zw).xyz;
vec3 h20 = texture(Source, vTexCoord + xh.xw).xyz;
vec3 h22 = texture(Source, vTexCoord + xh.xy).xyz;
vec3 h02 = texture(Source, vTexCoord + xh.zy).xyz;
vec3 v00 = texture(Source, vTexCoord + yv.zw).xyz;
vec3 v20 = texture(Source, vTexCoord + yv.xw).xyz;
vec3 v22 = texture(Source, vTexCoord + yv.xy).xyz;
vec3 v02 = texture(Source, vTexCoord + yv.zy).xyz;
float m1=1.0/(dot(abs(s00-s22),dt)+0.00001);
float m2=1.0/(dot(abs(s02-s20),dt)+0.00001);
float h1=1.0/(dot(abs(s00-h22),dt)+0.00001);
float h2=1.0/(dot(abs(s02-h20),dt)+0.00001);
float h3=1.0/(dot(abs(h00-s22),dt)+0.00001);
float h4=1.0/(dot(abs(h02-s20),dt)+0.00001);
float v1=1.0/(dot(abs(s00-v22),dt)+0.00001);
float v2=1.0/(dot(abs(s02-v20),dt)+0.00001);
float v3=1.0/(dot(abs(v00-s22),dt)+0.00001);
float v4=1.0/(dot(abs(v02-s20),dt)+0.00001);
vec3 t1 = 0.5*(m1*(s00+s22)+m2*(s02+s20))/(m1+m2);
vec3 t2 = 0.5*(h1*(s00+h22)+h2*(s02+h20)+h3*(h00+s22)+h4*(h02+s20))/(h1+h2+h3+h4);
vec3 t3 = 0.5*(v1*(s00+v22)+v2*(s02+v20)+v3*(v00+s22)+v4*(v02+s20))/(v1+v2+v3+v4);
float k1 = 1.0/(dot(abs(t1-c11),dt)+0.00001);
float k2 = 1.0/(dot(abs(t2-c11),dt)+0.00001);
float k3 = 1.0/(dot(abs(t3-c11),dt)+0.00001);
FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1+k2+k3),1.0);
}

View file

@ -0,0 +1,43 @@
shaders = 6
shader0 = ../../edge-smoothing/xbr/shaders/support/linearize.slang
scale_type0 = "source"
scale0 = "1.000000"
filter_linear0 = "false"
alias0 = XbrSource
shader1 = ../../edge-smoothing/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang
scale_type1 = "source"
scale1 = "1.000000"
filter_linear1 = "false"
shader2 = ../../edge-smoothing/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass1.slang
scale_type2 = "source"
scale2 = "4.000000"
filter_linear2 = "false"
shader3 = ../../edge-smoothing/xsal/shaders/2xsal-level2-xbr.slang
filter_linear3 = true
scale_type3 = source
scale3 = 1.0
shader4 = ../../anti-aliasing/shaders/aa-shader-4.0.slang
filter_linear4 = false
scale_type4 = viewport
scale4 = 1.0
shader5 = ../../edge-smoothing/xbr/shaders/support/delinearize.slang
scale_type5 = "source"
scale5 = "1.000000"
filter_linear5 = "false"
INTERNAL_RES = 2.0
AAOFFSET = 0.675
XBR_BLENDING = 0.0
WP4 = "0.8"
InputGamma = "1.000000"
SMALL_DETAILS = "0.000000"
KA = "0.950000"
XBR_EQ_THRESHOLD = "0.450000"
OutputGamma = "1.000000"

View file

@ -0,0 +1,42 @@
shaders = "6"
shader0 = ../../edge-smoothing/xbr/shaders/support/linearize.slang
scale_type0 = "source"
scale0 = "1.000000"
filter_linear0 = "false"
alias0 = XbrSource
shader1 = ../../edge-smoothing/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang
scale_type1 = "source"
scale1 = "1.000000"
filter_linear1 = "false"
shader2 = ../../edge-smoothing/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass1.slang
scale_type2 = "source"
scale2 = "5.000000"
filter_linear2 = "false"
shader3 = ../../edge-smoothing/xsal/shaders/2xsal-level2-xbr.slang
filter_linear3 = true
scale_type3 = source
scale3 = 1.0
shader4 = ../../anti-aliasing/shaders/aa-shader-4.0.slang
filter_linear4 = false
scale_type4 = viewport
scale4 = 1.0
shader5 = ../../edge-smoothing/xbr/shaders/support/delinearize.slang
scale_type5 = "source"
scale5 = "1.000000"
filter_linear5 = "false"
INTERNAL_RES = 2.0
XBR_BLENDING = 0.0
WP4 = "0.8"
InputGamma = "1.000000"
SMALL_DETAILS = "0.000000"
KA = "0.950000"
XBR_EQ_THRESHOLD = "0.450000"
OutputGamma = "1.000000"

View file

@ -0,0 +1,38 @@
shaders = 4
shader0 = ../../edge-smoothing/xbr/shaders/support/linearize.slang
scale_type0 = "source"
scale0 = "1.000000"
filter_linear0 = "false"
alias0 = XbrSource
shader1 = ../../edge-smoothing/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang
scale_type1 = "source"
scale1 = "1.000000"
filter_linear1 = "false"
shader2 = ../../edge-smoothing/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass1.slang
scale_type2 = "source"
scale2 = "5.000000"
filter_linear2 = "false"
shader3 = ../../anti-aliasing/shaders/aa-shader-4.0.slang
filter_linear3 = false
scale_type3 = viewport
scale3 = 1.0
shader4 = ../../edge-smoothing/xbr/shaders/support/delinearize.slang
scale_type4 = "source"
scale4 = "1.000000"
filter_linear4 = "false"
parameters = "INTERNAL_RES"
INTERNAL_RES = 4.0
XBR_BLENDING = 0.0
WP4 = "0.8"
InputGamma = "1.000000"
SMALL_DETAILS = "0.000000"
KA = "0.950000"
XBR_EQ_THRESHOLD = "0.450000"
OutputGamma = "1.000000"

View file

@ -0,0 +1,38 @@
shaders = 4
shader0 = ../../edge-smoothing/xbr/shaders/support/linearize.slang
scale_type0 = "source"
scale0 = "1.000000"
filter_linear0 = "false"
alias0 = XbrSource
shader1 = ../../edge-smoothing/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass0.slang
scale_type1 = "source"
scale1 = "1.000000"
filter_linear1 = "false"
shader2 = ../../edge-smoothing/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass1.slang
scale_type2 = "source"
scale2 = "4.000000"
filter_linear2 = "false"
shader3 = ../../anti-aliasing/shaders/aa-shader-4.0.slang
filter_linear3 = false
scale_type3 = viewport
scale3 = 1.0
shader4 = ../../edge-smoothing/xbr/shaders/support/delinearize.slang
scale_type4 = "source"
scale4 = "1.000000"
filter_linear4 = "false"
parameters = "INTERNAL_RES"
INTERNAL_RES = 4.0
XBR_BLENDING = 0.0
WP4 = "0.8"
InputGamma = "1.000000"
SMALL_DETAILS = "0.000000"
KA = "0.950000"
XBR_EQ_THRESHOLD = "0.450000"
OutputGamma = "1.000000"