Add lanczos2-5-taps

- Add lanczos2 using just 5 texture lookups.
This commit is contained in:
Hyllian 2024-04-15 18:52:50 -03:00
parent ee403bcdd8
commit 594d9a2fc3
2 changed files with 127 additions and 0 deletions

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shaders = 1
shader0 = shaders/lanczos2-5-taps.slang
wrap_mode0 = clamp_to_edge
scale_type0 = viewport
filter_linear0 = true

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#version 450
/*
Lanczos2 in 5-taps (Fast) - adapted by Hyllian - 2024
Adapted from these bicubic sources:
See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
Bicubic Sources: https://www.shadertoy.com/view/styXDh
http://www.profhua.com/Sub/Article/BicubicFiltering/BicubicFiltering.html
ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float AR_STRENGTH;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter AR_STRENGTH "Anti-Ringing Strength" 0.5 0.0 1.0 0.05
#define AR_STRENGTH params.AR_STRENGTH
#define pi 3.1415926535897932384626433832795
vec2 sinc(vec2 x) { return sin(pi*x)/(pi*x+0.00001); }
vec2 lanczos2(vec2 x) { return sinc(x) * sinc(x / 2.0); }
#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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
vec2 texSize = params.SourceSize.xy;
vec2 invTexSize = 1.0 / texSize;
vec2 iTc = vTexCoord * texSize;
vec2 tc = floor(iTc - vec2(0.5)) + vec2(0.5);
// Compute the fractional offset from our starting texel to our original sample location, which we'll
// feed into the function to get our filter weights.
vec2 f = iTc - tc;
vec2 w0 = lanczos2(f+vec2(1.));
vec2 w1 = lanczos2( f);
vec2 w2 = lanczos2(vec2(1.)-f);
vec2 w3 = vec2(1.) - w0 - w1 - w2;
vec2 Weight[3];
vec2 Sample[3];
Weight[0] = w0;
Weight[1] = w1 + w2;
Weight[2] = w3;
Sample[0] = (tc - vec2(1.)) * invTexSize;
Sample[1] = (tc + w2 / Weight[1]) * invTexSize;
Sample[2] = (tc + vec2(2.)) * invTexSize;
float sampleWeight[5];
sampleWeight[0] = Weight[1].x * Weight[0].y;
sampleWeight[1] = Weight[0].x * Weight[1].y;
sampleWeight[2] = Weight[1].x * Weight[1].y;
sampleWeight[3] = Weight[2].x * Weight[1].y;
sampleWeight[4] = Weight[1].x * Weight[2].y;
vec3 CT = texture(Source, vec2(Sample[1].x, Sample[0].y)).rgb;
vec3 CL = texture(Source, vec2(Sample[0].x, Sample[1].y)).rgb;
vec3 CC = texture(Source, vec2(Sample[1].x, Sample[1].y)).rgb;
vec3 CR = texture(Source, vec2(Sample[2].x, Sample[1].y)).rgb;
vec3 CB = texture(Source, vec2(Sample[1].x, Sample[2].y)).rgb;
vec3 Ct = CT * sampleWeight[0];
vec3 Cl = CL * sampleWeight[1];
vec3 Cc = CC * sampleWeight[2];
vec3 Cr = CR * sampleWeight[3];
vec3 Cb = CB * sampleWeight[4];
float WeightMultiplier = 1./(sampleWeight[0]+sampleWeight[1]+sampleWeight[2]+sampleWeight[3]+sampleWeight[4]);
vec3 color = (Ct+Cl+Cc+Cr+Cb)*WeightMultiplier;
// Anti-ringing
vec3 aux = color;
vec3 min_sample = min(min(min(CC,CT), CL), min(CR, CB));
vec3 max_sample = max(max(max(CC,CT), CL), max(CR, CB));
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, AR_STRENGTH*step(0.0, (CL-CC)*(CC-CR)+(CB-CC)*(CC-CT)));
FragColor = vec4(color, 1.0);
}