diff --git a/deblur/shaders/deblur.slang b/deblur/shaders/deblur.slang new file mode 100644 index 00000000..55ab3bec --- /dev/null +++ b/deblur/shaders/deblur.slang @@ -0,0 +1,143 @@ +#version 450 + +/* + Deblur Shader + + Copyright (C) 2005 - 2019 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 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float OFFSET, DEBLUR, SMART; +} params; + +#pragma parameter OFFSET "Deblur offset" 2.0 0.5 4.0 0.25 +#pragma parameter DEBLUR "Deblur str. " 4.5 1.0 7.0 0.25 +#pragma parameter SMART "Smart deblur " 0.5 0.0 1.0 0.05 + +#define OFFSET params.OFFSET +#define DEBLUR params.DEBLUR +#define SMART params.SMART + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#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; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +vec3 dt = vec3(1.,1.,1.); +vec3 dtt = vec3(0.0001, 0.0001, 0.0001); + +float wt(vec3 A, vec3 B) +{ + return 4.0*length(A-B)/(dot(A+B,dt)+0.33); +} + +void main() +{ + vec2 tex = vTexCoord; + vec2 texsize = params.SourceSize.xy; + float dx = OFFSET/texsize.x; + float dy = OFFSET/texsize.y; + + vec4 yx = vec4( dx, dy,-dx,-dy); + vec2 xx = vec2( dx, 0.0); + vec2 yy = vec2( 0.0, dy); + + vec3 c11 = texture(Source, tex ).xyz; + vec3 c00 = texture(Source, tex + yx.zw).xyz; + vec3 c20 = texture(Source, tex + yx.xw).xyz; + vec3 c22 = texture(Source, tex + yx.xy).xyz; + vec3 c02 = texture(Source, tex + yx.zy).xyz; + vec3 c10 = texture(Source, tex - yy ).xyz; + vec3 c21 = texture(Source, tex + xx ).xyz; + vec3 c12 = texture(Source, tex + yy ).xyz; + vec3 c01 = texture(Source, tex - xx ).xyz; + + vec3 mn1 = min (min (c00,c01),c02); + vec3 mn2 = min (min (c10,c11),c12); + vec3 mn3 = min (min (c20,c21),c22); + vec3 mx1 = max (max (c00,c01),c02); + vec3 mx2 = max (max (c10,c11),c12); + vec3 mx3 = max (max (c20,c21),c22); + + vec3 d11; + + mn1 = min(min(mn1,mn2),mn3); + mx1 = max(max(mx1,mx2),mx3); + vec3 contrast = mx1 - mn1; + + vec3 dif1 = abs(c11-mn1) + dtt; + vec3 dif2 = abs(c11-mx1) + dtt; + + float DB1 = DEBLUR; float dif; + + dif1=vec3(pow(dif1.x,DB1),pow(dif1.y,DB1),pow(dif1.z,DB1)); + dif2=vec3(pow(dif2.x,DB1),pow(dif2.y,DB1),pow(dif2.z,DB1)); + + d11 = vec3((dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x), + (dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y), + (dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z)); + + float k10 = 1.0/(dot(abs(c10-d11),dt)+0.0001); + float k01 = 1.0/(dot(abs(c01-d11),dt)+0.0001); + float k11 = 1.0/(dot(abs(c11-d11),dt)+0.0001); + float k21 = 1.0/(dot(abs(c21-d11),dt)+0.0001); + float k12 = 1.0/(dot(abs(c12-d11),dt)+0.0001); + float k00 = 1.0/(dot(abs(c00-d11),dt)+0.0001); + float k02 = 1.0/(dot(abs(c02-d11),dt)+0.0001); + float k20 = 1.0/(dot(abs(c20-d11),dt)+0.0001); + float k22 = 1.0/(dot(abs(c22-d11),dt)+0.0001); + + float avg = (k10+k01+k11+k21+k12+k00+k02+k20+k22)/30.0; + + k10 = max(k10-avg, 0.0); + k01 = max(k01-avg, 0.0); + k11 = max(k11-avg, 0.0); + k21 = max(k21-avg, 0.0); + k12 = max(k12-avg, 0.0); + k00 = max(k00-avg, 0.0); + k02 = max(k02-avg, 0.0); + k20 = max(k20-avg, 0.0); + k22 = max(k22-avg, 0.0); + + d11 = (k10*c10 + k01*c01 + k11*c11 + k21*c21 + k12*c12 + k00*c00 + k02*c02 + k20*c20 + k22*c22 + 0.0001*c11)/(k10+k01+k11+k21+k12+k00+k02+k20+k22+0.0001); + + c11 = mix(c11, d11, clamp(1.75*contrast-0.125, 0.0, 1.0)); + c11 = mix(d11, c11, SMART); + + FragColor = vec4(c11,1.0); +} diff --git a/presets/scalefx+rAA+aa-fast.slangp b/presets/scalefx+rAA+aa-fast.slangp new file mode 100644 index 00000000..55fe6c7a --- /dev/null +++ b/presets/scalefx+rAA+aa-fast.slangp @@ -0,0 +1,67 @@ +shaders = 11 + +shader0 = ../stock.slang +alias0 = refpass +filter_linear0 = "false" + +shader1 = ../scalefx/shaders/scalefx-pass0.slang +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 +float_framebuffer1 = true +alias1 = scalefx_pass0 + +shader2 = ../scalefx/shaders/scalefx-pass1.slang +filter_linear2 = false +scale_type2 = source +scale2 = 1.0 +float_framebuffer2 = true + +shader3 = ../scalefx/shaders/scalefx-pass2.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 + +shader4 = ../scalefx/shaders/scalefx-pass3.slang +filter_linear4 = false +scale_type4 = source +scale4 = 1.0 + +shader5 = ../scalefx/shaders/scalefx-pass4.slang +filter_linear5 = false +scale_type5 = source +scale5 = 3.0 + +shader6 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass0.slang +filter_linear6 = false +scale_type6 = source +scale6 = 1.0 + +shader7 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass1.slang +filter_linear7 = false +scale_type7 = source +scale7 = 1.0 + +shader8 = ../anti-aliasing/shaders/fxaa.slang +filter_linear8 = true +scale_type8 = source +scale8 = 1.0 + +shader9 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang +filter_linear9 = true +scale_type9 = source +scale9 = 2.0 + +shader10 = ../deblur/shaders/deblur.slang +filter_linear10 = true +scale_type10 = viewport +scale10 = 1.0 + +parameters = "SFX_CLR;SFX_SAA;SFX_SCN;AAOFFSET2;OFFSET;DEBLUR;SMART" +SFX_CLR = "0.500000" +SFX_SAA = "0.000000" +SFX_SCN = "0.000000" +AAOFFSET2 = "0.400000" +OFFSET = "2.000000" +DEBLUR = "3.500000" +SMART = "0.400000" diff --git a/presets/scalefx+rAA+aa.slangp b/presets/scalefx+rAA+aa.slangp new file mode 100644 index 00000000..4b0140a8 --- /dev/null +++ b/presets/scalefx+rAA+aa.slangp @@ -0,0 +1,77 @@ +shaders = 12 + +shader0 = ../stock.slang +alias0 = refpass +filter_linear0 = "false" + +shader1 = ../scalefx/shaders/scalefx-pass0.slang +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 +float_framebuffer1 = true +alias1 = scalefx_pass0 + +shader2 = ../scalefx/shaders/scalefx-pass1.slang +filter_linear2 = false +scale_type2 = source +scale2 = 1.0 +float_framebuffer2 = true + +shader3 = ../scalefx/shaders/scalefx-pass2.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 + +shader4 = ../scalefx/shaders/scalefx-pass3.slang +filter_linear4 = false +scale_type4 = source +scale4 = 1.0 + +shader5 = ../scalefx/shaders/scalefx-pass4.slang +filter_linear5 = false +scale_type5 = source +scale5 = 3.0 + +shader6 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass0.slang +filter_linear6 = false +scale_type6 = source +scale6 = 1.0 + +shader7 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass1.slang +filter_linear7 = false +scale_type7 = source +scale7 = 1.0 + +shader8 = ../anti-aliasing/shaders/fxaa.slang +filter_linear8 = true +scale_type8 = source +scale8 = 1.0 + +shader9 = ../xsoft/shaders/4xsoft.slang +filter_linear9 = true +scale_type9 = source +scale9 = 2.0 + +shader10 = ../sharpen/shaders/fast-sharpen.slang +filter_linear10 = true +scale_type10 = source +scale10 = 1.0 + +shader11 = ../deblur/shaders/deblur.slang +filter_linear11 = true +scale_type11 = viewport +scale11 = 1.0 + +parameters = "SFX_CLR;SFX_SAA;SFX_SCN;RESOLUTION_X;RESOLUTION_Y;CONTRAST;SHARPEN;CONTR;DETAILS;OFFSET;DEBLUR;SMART" +SFX_CLR = "0.600000" +SFX_SAA = "1.000000" +SFX_SCN = "0.000000" +RESOLUTION_X = "0.000000" +RESOLUTION_Y = "0.000000" +CONTRAST = "3.000000" +SHARPEN = "0.90000" +CONTR = "0.100000" +DETAILS = "0.500000" +OFFSET = "1.750000" +DEBLUR = "5.000000" +SMART = "0.500000" diff --git a/presets/scalefx-aa-fast.slangp b/presets/scalefx-aa-fast.slangp new file mode 100644 index 00000000..2e6702da --- /dev/null +++ b/presets/scalefx-aa-fast.slangp @@ -0,0 +1,57 @@ +shaders = 9 + +shader0 = ../stock.slang +alias0 = refpass +filter_linear0 = "false" + +shader1 = ../scalefx/shaders/scalefx-pass0.slang +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 +float_framebuffer1 = true +alias1 = scalefx_pass0 + +shader2 = ../scalefx/shaders/scalefx-pass1.slang +filter_linear2 = false +scale_type2 = source +scale2 = 1.0 +float_framebuffer2 = true + +shader3 = ../scalefx/shaders/scalefx-pass2.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 + +shader4 = ../scalefx/shaders/scalefx-pass3.slang +filter_linear4 = false +scale_type4 = source +scale4 = 1.0 + +shader5 = ../scalefx/shaders/scalefx-pass4.slang +filter_linear5 = false +scale_type5 = source +scale5 = 3.0 + +shader6 = ../anti-aliasing/shaders/fxaa.slang +filter_linear6 = true +scale_type6 = source +scale6 = 1.0 + +shader7 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang +filter_linear7 = true +scale_type7 = source +scale7 = 2.0 + +shader8 = ../deblur/shaders/deblur.slang +filter_linear8 = true +scale_type8 = viewport +scale8 = 1.0 + +parameters = "SFX_CLR;SFX_SAA;SFX_SCN;AAOFFSET2;OFFSET;DEBLUR;SMART" +SFX_CLR = "0.500000" +SFX_SAA = "1.000000" +SFX_SCN = "0.000000" +AAOFFSET2 = "0.400000" +OFFSET = "2.000000" +DEBLUR = "3.500000" +SMART = "0.300000" diff --git a/presets/scalefx-aa.slangp b/presets/scalefx-aa.slangp new file mode 100644 index 00000000..4627c8e0 --- /dev/null +++ b/presets/scalefx-aa.slangp @@ -0,0 +1,67 @@ +shaders = 10 + +shader0 = ../stock.slang +alias0 = refpass +filter_linear0 = "false" + +shader1 = ../scalefx/shaders/scalefx-pass0.slang +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 +float_framebuffer1 = true +alias1 = scalefx_pass0 + +shader2 = ../scalefx/shaders/scalefx-pass1.slang +filter_linear2 = false +scale_type2 = source +scale2 = 1.0 +float_framebuffer2 = true + +shader3 = ../scalefx/shaders/scalefx-pass2.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 + +shader4 = ../scalefx/shaders/scalefx-pass3.slang +filter_linear4 = false +scale_type4 = source +scale4 = 1.0 + +shader5 = ../scalefx/shaders/scalefx-pass4.slang +filter_linear5 = false +scale_type5 = source +scale5 = 3.0 + +shader6 = ../anti-aliasing/shaders/fxaa.slang +filter_linear6 = true +scale_type6 = source +scale6 = 1.0 + +shader7 = ../xsoft/shaders/4xsoft.slang +filter_linear7 = true +scale_type7 = source +scale7 = 2.0 + +shader8 = ../sharpen/shaders/fast-sharpen.slang +filter_linear8 = true +scale_type8 = source +scale8 = 1.0 + +shader9 = ../deblur/shaders/deblur.slang +filter_linear9 = true +scale_type9 = viewport +scale9 = 1.0 + +parameters = "SFX_CLR;SFX_SAA;SFX_SCN;RESOLUTION_X;RESOLUTION_Y;CONTRAST;SHARPEN;CONTR;DETAILS;OFFSET;DEBLUR;SMART" +SFX_CLR = "0.600000" +SFX_SAA = "1.000000" +SFX_SCN = "0.000000" +RESOLUTION_X = "0.000000" +RESOLUTION_Y = "0.000000" +CONTRAST = "3.000000" +SHARPEN = "1.200000" +CONTR = "0.100000" +DETAILS = "1.000000" +OFFSET = "1.750000" +DEBLUR = "5.000000" +SMART = "0.300000" diff --git a/sharpen/shaders/fast-sharpen.slang b/sharpen/shaders/fast-sharpen.slang new file mode 100644 index 00000000..f827898d --- /dev/null +++ b/sharpen/shaders/fast-sharpen.slang @@ -0,0 +1,87 @@ +#version 450 + +/* + Fast Sharpen Shader + + Copyright (C) 2005 - 2019 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 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float SHARPEN, CONTR, DETAILS; +} params; + +#pragma parameter SHARPEN "Sharpen strength" 1.00 0.0 2.00 0.05 +#pragma parameter CONTR "Ammount of sharpening" 0.07 0.0 0.25 0.01 +#pragma parameter DETAILS "Details sharpened " 1.00 0.0 1.00 0.05 + +#define SHARPEN params.SHARPEN +#define CONTR params.CONTR +#define DETAILS params.DETAILS + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#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; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +vec2 g10 = vec2( 0.3333,-1.0)*params.SourceSize.zw; +vec2 g01 = vec2(-1.0,-0.3333)*params.SourceSize.zw; +vec2 g12 = vec2(-0.3333, 1.0)*params.SourceSize.zw; +vec2 g21 = vec2( 1.0, 0.3333)*params.SourceSize.zw; + +void main() +{ + vec3 c10 = texture(Source, vTexCoord + g10).rgb; + vec3 c01 = texture(Source, vTexCoord + g01).rgb; + vec3 c21 = texture(Source, vTexCoord + g21).rgb; + vec3 c12 = texture(Source, vTexCoord + g12).rgb; + vec3 c11 = texture(Source, vTexCoord ).rgb; + vec3 b11 = (c10+c01+c12+c21)*0.25; + + float contrast = max(max(c11.r,c11.g),c11.b); + contrast = mix(2.0*CONTR, CONTR, contrast); + + vec3 mn1 = min(min(c10,c01),min(c12,c21)); mn1 = min(mn1,c11*(1.0-contrast)); + vec3 mx1 = max(max(c10,c01),max(c12,c21)); mx1 = max(mx1,c11*(1.0+contrast)); + + vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75)); + vec3 sharpen = mix(vec3(SHARPEN*DETAILS), vec3(SHARPEN), dif); + + c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1); + + FragColor = vec4(c11,1.0); +}