Merge pull request #572 from Hyllian/master

Add NEDI-Hybrid shaders
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hizzlekizzle 2024-04-09 19:38:42 -05:00 committed by GitHub
commit 9f2c201028
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8 changed files with 918 additions and 122 deletions

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shaders = "5"
feedback_pass = "0"
shader0 = "../../sharpen/shaders/cheap-sharpen.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders/nedi-hybrid-pass0.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_edge"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/nedi-hybrid-pass1.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_edge"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "2.000000"
shader3 = "shaders/nedi-hybrid-pass2.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_edge"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/nedi-jinc.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_edge"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "viewport"
scale_x4 = "1.000000"
scale_type_y4 = "viewport"
scale_y4 = "1.000000"
CS_SHARPNESS = "0.300000"
NEDI_E = "0.650000"

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shaders = "4"
shader0 = "shaders/nedi-hybrid-pass0.slang"
filter_linear0 = false
wrap_mode0 = "clamp_to_edge"
float_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders/nedi-hybrid-pass1.slang"
filter_linear1 = false
wrap_mode1 = "clamp_to_edge"
float_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
shader2 = "shaders/nedi-hybrid-pass2.slang"
filter_linear2 = false
wrap_mode2 = "clamp_to_edge"
float_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/nedi-jinc.slang"
filter_linear3 = false
wrap_mode3 = "clamp_to_edge"
float_framebuffer3 = "false"
scale_type3 = viewport

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#version 450
/*
NEDI - Hybrid Shader - pass0
// This file is a part of MPDN Extensions.
// https://github.com/zachsaw/MPDN_Extensions
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 3.0 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library.
//
Sources ported from this discussion thread:
http://forum.doom9.org/showthread.php?t=170727
Ported by Hyllian - 2024.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float NEDI_E;
float FALLBACK_FILTER;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter NEDI_E "EDGE STRENGTH" 0.60 0.0 1.0 0.05
#pragma parameter FALLBACK_FILTER "FALLBACK FILTER (smooth <--> sharp)" 0.0 0.0 3.0 1.0
#define NEDI_E (1.0-params.NEDI_E)
#define FALLBACK_FILTER params.FALLBACK_FILTER
#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(c) mix(c)
#define mul(a,b) (b*a)
#define fmod(c) mod(c)
#define frac(c) fract(c)
#define tex2D(c,d) texture(c,d)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float2x3 mat2x3
#define float3x3 mat3x3
#define float4x4 mat4x4
#define float4x2 mat4x2
#define NEDI_WEIGHT 4.0
#define NEDI_N 24.0
//#define NEDI_E 0.0
#define NEDI_OFFSET 0.0
#define ITERATIONS 4
#define WGT 2
#define width (params.SourceSize.x)
#define height (params.SourceSize.y)
#define px (0.5 / (params.SourceSize.x))
#define py (0.5 / (params.SourceSize.y))
#define offset NEDI_OFFSET
//#define offset 0.0
#define Value(xy) (tex2D(Source,tex+float2(px,py)*(xy)).rgb)//-float4(0.0,0.4999,0.4999,0.0))
#define Get(xy) (dot(Value(xy),float3(.2126, .7152, .0722))+offset)
#define Get4(xy) (float2(Get(xy+WGT*dir[0])+Get(xy+WGT*dir[1]),Get(xy+WGT*dir[2])+Get(xy+WGT*dir[3])))
#define sqr(x) (dot(x,x))
#define I (float2x2(1,0,0,1))
//Conjugate residual
float2 solve(float2x2 A,float2 b) {
float2 x = vec2(1.0/4.0);
float2 r = b - mul(A,x);
float2 p = r;
float2 Ar = mul(A,r);
float2 Ap = Ar;
for (int k = 0;k < 2; k++){
float a = min(100.,dot(r,Ar)/dot(Ap,Ap));
x = x + a*p;
float2 rk = r; float2 Ark = Ar;
r = r - a*Ap;
Ar = mul(A,r);
float b = dot(r,Ar)/dot(rk,Ark);
p = r + b*p;
Ap = Ar + b*Ap;
}
return x;
}
//Cramer's method
float2 solvex(float2x2 A,float2 b) { return float2(determinant(float2x2(b,A[1])),determinant(float2x2(A[0],b)))/determinant(A); }
vec4 get_fallback_filter_coeffs()
{
vec4 filter_coeffs = vec4(0.343443361963,0.0122478272965,0.0122478272965,-0.000297611455683); // B-spline
if (FALLBACK_FILTER == 1.0) filter_coeffs = vec4(0.6863468418,0.0494245166214,0.0494245166214,-0.0847248039069); // Jinc2
else if (FALLBACK_FILTER == 2.0) filter_coeffs = vec4(0.650413534366,0.0223491780099,0.0223491780099,-0.0585122208892); // Jinc2 Sharp
else if (FALLBACK_FILTER == 3.0) filter_coeffs = vec4(0.5625,-0.0459071979683,-0.0459071979683,-0.0625); // Catmull-Rom
return filter_coeffs;
}
#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;
void main()
{
float2 tex = vTexCoord + float2(0.0, 0.25/params.SourceSize.y);
float4 c0 = tex2D(Source,tex);
/*
wind[1] wind[2]
-3
-2 dir wind[0] 2 1
-1 4 4 4 4
0 1 2 1 2
1 3 3 3 3
2 1 2
3
*/
/*
wind[1] wind[2]
-3 3 3
-2 dir wind[0]
-1 0 3 0 3 0 1
0
1 2 1 2 1 1 0
2
3 2 2
*/
//Define window and directions - original
vec2 dir[4] = vec2[4](vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1));
mat4x2 wind1 = mat4x2(vec2(-1,-1),vec2(-1,1),vec2(1,-1),vec2(1,1));
mat4x2 wind2 = mat4x2(vec2(-3,-1),vec2(-1,3),vec2(1,-3),vec2(3,1));
mat4x2 wind3 = mat4x2(vec2(-1,-3),vec2(-3,1),vec2(3,-1),vec2(1,3));
mat4x2 wind4 = mat4x2(vec2(-3,-3),vec2(-3,3),vec2(3,-3),vec2(3,3));
mat4x2 wind[4] = mat4x2[4](wind1, wind2, wind3, wind4);
//Initialization
float2x2 R = float2x2(0.,0.,0.,0.);
float2 r = float2(0.,0.);
float3 d = float3(0.,0.,0.);
//Define weights
vec4 fb_filter = get_fallback_filter_coeffs();
fb_filter /= dot(fb_filter,vec4(4.0));
float w[4] = float[4](4.0, 1.0, 1.0, 1.0);
//Calculate (local) autocorrelation coefficients
for (int k = 0; k<ITERATIONS; k+= 1){
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
R += mul(transpose(C),w[k]*C);
r += mul(y,w[k]*C);
d += fb_filter[k]*(Value(wind[k][0])+Value(wind[k][1])+Value(wind[k][2])+Value(wind[k][3]));
}
//Normalize
float n = NEDI_N;
R /= n; r /= n;
//Calculate a = R^-1 . r
float e = NEDI_E;
float2 a = solve(R+e*e*I,r+e*e/2.0);
//Nomalize 'a' (prevents overshoot)
a = .25 + float2(.5,-.5)*clamp(a[0]-a[1],-1.0,1.0);
float3 col0 = Value(dir[0]);
float3 col1 = Value(dir[1]);
float3 col2 = Value(dir[2]);
float3 col3 = Value(dir[3]);
float3 min_sample = min( min(col0, col1), min(col2, col3) );
float3 max_sample = max( max(col0, col1), max(col2, col3) );
// Allows 5% ringing. Needs more tests.
d = clamp(d, 0.95*min_sample, 1.05*max_sample);
//Calculate result
//float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3]));
float2x3 x = float2x3(col0 + col1, col2 + col3);
float3 c = mul(a,x);
//Fallback to lanczos
float t = saturate(1.0-500.0*sqr(x[0]-x[1])); // Diagonal local edge strength
c = mix(c, d, smoothstep(0.0, 1.0, t));
if (frac(tex.x*width)<0.5) FragColor = c0;
else FragColor = vec4(c, 1.0);
}

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#version 450
/*
NEDI Hybrid Shader - pass1
// This file is a part of MPDN Extensions.
// https://github.com/zachsaw/MPDN_Extensions
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 3.0 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library.
//
Sources ported from this discussion thread:
http://forum.doom9.org/showthread.php?t=170727
Ported by Hyllian - 2024.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float NEDI_E;
float FALLBACK_FILTER;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter NEDI_E "EDGE STRENGTH" 0.60 0.0 1.0 0.05
#pragma parameter FALLBACK_FILTER "FALLBACK FILTER (smooth <--> sharp)" 0.0 0.0 3.0 1.0
#define NEDI_E (1.0-params.NEDI_E)
#define FALLBACK_FILTER params.FALLBACK_FILTER
#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(c) mix(c)
#define mul(a,b) (b*a)
#define fmod(c) mod(c)
#define frac(c) fract(c)
#define tex2D(c,d) texture(c,d)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float2x3 mat2x3
#define float3x3 mat3x3
#define float4x4 mat4x4
#define float4x2 mat4x2
#define s0 Source
#define FIX(c) (c * 1.00001)
#define NEDI_WEIGHT 4.0
#define NEDI_N 24.0
//#define NEDI_E 0.0
#define NEDI_OFFSET 0.0
#define ITERATIONS 4
#define WGT 2
#define width (params.SourceSize.x)
#define height (params.SourceSize.y)
#define px (1.0 * (params.SourceSize.z))
#define py (0.5 * (params.SourceSize.w))
#define offset NEDI_OFFSET
#define Value(xy) (tex2D(s0,tex+float2(px,py)*(xy)).rgb)//-float4(0,0.4999,0.4999,0))
#define Get(xy) (dot(Value(xy),float3(.2126, .7152, .0722))+offset)
#define Get4(xy) (float2(Get(xy+WGT*dir[0])+Get(xy+WGT*dir[1]),Get(xy+WGT*dir[2])+Get(xy+WGT*dir[3])))
#define sqr(x) (dot(x,x))
#define I (float2x2(1,0,0,1))
//Conjugate residual
float2 solve(float2x2 A,float2 b) {
float2 x = vec2(1.0/4.0);
float2 r = b - mul(A,x);
float2 p = r;
float2 Ar = mul(A,r);
float2 Ap = Ar;
for (int k = 0;k < 2; k++){
float a = min(100.,dot(r,Ar)/dot(Ap,Ap));
x = x + a*p;
float2 rk = r; float2 Ark = Ar;
r = r - a*Ap;
Ar = mul(A,r);
float b = dot(r,Ar)/dot(rk,Ark);
p = r + b*p;
Ap = Ar + b*Ap;
}
return x;
}
//Cramer's method
float2 solvex(float2x2 A,float2 b) { return float2(determinant(float2x2(b,A[1])),determinant(float2x2(A[0],b)))/determinant(A); }
vec4 get_fallback_filter_coeffs()
{
vec4 filter_coeffs = vec4(0.479166666667,0.114341608177,0.114341608177,0.0208333333333); // B-spline
if (FALLBACK_FILTER == 1.0) filter_coeffs = vec4(0.6863468418,0.0494245166214,0.0494245166214,-0.0847248039069); // Jinc2
else if (FALLBACK_FILTER == 2.0) filter_coeffs = vec4(0.650413534366,0.0223491780099,0.0223491780099,-0.0585122208892); // Jinc2 Sharp
else if (FALLBACK_FILTER == 3.0) filter_coeffs = vec4(0.5625,-0.0459071979683,-0.0459071979683,-0.0625); // Catmull-Rom
return filter_coeffs;
}
#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;
void main()
{
float2 tex = vTexCoord;
float4 c0 = tex2D(s0,tex);
//Define window and directions
vec2 dir[4] = vec2[4](vec2(-1,0),vec2(1,0),vec2(0,1),vec2(0,-1));
mat4x2 wind1 = mat4x2(vec2(-1,0),vec2(1,0),vec2(0,1),vec2(0,-1));
mat4x2 wind2 = mat4x2(vec2(-1,2),vec2(1,-2),vec2(2,1),vec2(-2,-1));
mat4x2 wind3 = mat4x2(vec2(-1,-2),vec2(1,2),vec2(-2,1),vec2(2,-1));
mat4x2 wind4 = mat4x2(vec2(-3,0),vec2(3,0),vec2(0,3),vec2(0,-3));
mat4x2 wind[4] = mat4x2[4](wind1, wind2, wind3, wind4);
/*
wind[1] wind[2]
-3
-2 dir wind[0] 2 1
-1 4 4 4 4
0 1 2 1 2
1 3 3 3 3
2 1 2
3
*/
/*
wind[1] wind[2]
-3 3 1
-2 dir wind[0]
-1 1 4 1 3 1 3
0
1 3 2 2 4 4 2
2
3 2 4
*/
//Initialization
float2x2 R = float2x2(0.,0.,0.,0.);
float2 r = float2(0.,0.);
float3 d = float3(0.,0.,0.);
//Define weights
vec4 fb_filter = get_fallback_filter_coeffs();
fb_filter /= dot(fb_filter,vec4(4.0));
float w[4] = float[4](4.0, 1.0, 1.0, 1.0);
//Calculate (local) autocorrelation coefficients
for (int k = 0; k<ITERATIONS; k+= 1){
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
R += mul(transpose(C),w[k]*C);
r += mul(y,w[k]*C);
d += fb_filter[k]*(Value(wind[k][0])+Value(wind[k][1])+Value(wind[k][2])+Value(wind[k][3]));
}
//Normalize
float n = NEDI_N;
R /= n; r /= n;
//Calculate a = R^-1 . r
float e = NEDI_E;
float2 a = solve(R+e*e*I,r+e*e/2.0);
//Nomalize 'a' (prevents overshoot)
a = .25 + float2(.5,-.5)*clamp(a[0]-a[1],-1.0,1.0);
float3 col0 = Value(dir[0]);
float3 col1 = Value(dir[1]);
float3 col2 = Value(dir[2]);
float3 col3 = Value(dir[3]);
float3 min_sample = min( min(col0, col1), min(col2, col3) );
float3 max_sample = max( max(col0, col1), max(col2, col3) );
// Allows 5% ringing. Needs more tests.
d = clamp(d, 0.95*min_sample, 1.05*max_sample);
//Calculate result
//float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3]));
float2x3 x = float2x3(col0 + col1, col2 + col3);
float3 c = mul(a,x);
//Fallback to lanczos
float t = saturate(1.0-500.0*sqr(x[0]-x[1])); // Diagonal local edge strength
c = mix(c, d, smoothstep(0.0, 1.0, t));
//Skip pixels on wrong grid
if ((frac(tex.x*width/2.0)<0.5)&&(frac(tex.y*height)<0.5) || (frac(tex.x*width/2.0)>0.5)&&(frac(tex.y*height)>0.5)) FragColor = c0;
else FragColor = float4(c, 1.0);//+float4(0,0.49999,0.49999,0);
}

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#version 450
/*
NEDI Hybrid Shader - pass2
// This file is a part of MPDN Extensions.
// https://github.com/zachsaw/MPDN_Extensions
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 3.0 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library.
//
Sources ported from this discussion thread:
http://forum.doom9.org/showthread.php?t=170727
Ported by Hyllian - 2024.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float NEDI_E;
float FALLBACK_FILTER;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter NEDI_E "EDGE STRENGTH" 0.60 0.0 1.0 0.05
#pragma parameter FALLBACK_FILTER "FALLBACK FILTER (smooth <--> sharp)" 0.0 0.0 3.0 1.0
#define NEDI_E (1.0-params.NEDI_E)
#define FALLBACK_FILTER params.FALLBACK_FILTER
#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(c) mix(c)
#define mul(a,b) (b*a)
#define fmod(c) mod(c)
#define frac(c) fract(c)
#define tex2D(c,d) texture(c,d)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float2x3 mat2x3
#define float3x3 mat3x3
#define float4x4 mat4x4
#define float4x2 mat4x2
#define s0 Source
#define NEDI_WEIGHT 2.0
#define NEDI_N 24.0
//#define NEDI_E 0.0
#define ITERATIONS 4
#define WGT NEDI_WEIGHT
#define width (params.SourceSize.x)
#define height (params.SourceSize.y)
#define px (0.5 * (params.SourceSize.z))
#define py (0.5 * (params.SourceSize.w))
#define offset 0.0
#define Value(xy) (tex2D(s0,tex+float2(px,py)*(xy)).rgb)//-float4(0,0.5,0.5,0))
#define Get(xy) (dot(Value(xy),float3(.2126, .7152, .0722))+offset)
#define Get4(xy) (float2(Get(xy+WGT*dir[0])+Get(xy+WGT*dir[1]),Get(xy+WGT*dir[2])+Get(xy+WGT*dir[3])))
#define sqr(x) (dot(x,x))
#define I (float2x2(1,0,0,1))
//Conjugate residual
float2 solve(float2x2 A,float2 b) {
float2 x = vec2(1.0/4.0);
float2 r = b - mul(A,x);
float2 p = r;
float2 Ar = mul(A,r);
float2 Ap = Ar;
for (int k = 0;k < 2; k++){
float a = min(100.,dot(r,Ar)/dot(Ap,Ap));
x = x + a*p;
float2 rk = r; float2 Ark = Ar;
r = r - a*Ap;
Ar = mul(A,r);
float b = dot(r,Ar)/dot(rk,Ark);
p = r + b*p;
Ap = Ar + b*Ap;
}
return x;
}
//Cramer's method
float2 solvex(float2x2 A,float2 b) { return float2(determinant(float2x2(b,A[1])),determinant(float2x2(A[0],b)))/determinant(A); }
vec4 get_fallback_filter_coeffs()
{
vec4 filter_coeffs = vec4(0.343443361963,0.0122478272965,0.0122478272965,-0.000297611455683); // B-spline
if (FALLBACK_FILTER == 1.0) filter_coeffs = vec4(0.6863468418,0.0494245166214,0.0494245166214,-0.0847248039069); // Jinc2
else if (FALLBACK_FILTER == 2.0) filter_coeffs = vec4(0.650413534366,0.0223491780099,0.0223491780099,-0.0585122208892); // Jinc2 Sharp
else if (FALLBACK_FILTER == 3.0) filter_coeffs = vec4(0.5625,-0.0459071979683,-0.0459071979683,-0.0625); // Catmull-Rom
return filter_coeffs;
}
#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;
void main()
{
float2 tex = vTexCoord - float2(0.5,0.5)/params.SourceSize.xy;
/*
wind[1] wind[2]
-3
-2 dir wind[0] 2 1
-1 4 4 4 4
0 1 2 1 2
1 3 3 3 3
2 1 2
3
*/
/*
wind[1] wind[2]
-3 3 1
-2 dir wind[0]
-1 1 4 1 3 1 3
0
1 3 2 2 4 4 2
2
3 2 4
*/
//Define window and directions
vec2 dir[4] = vec2[4](vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1));
mat4x2 wind1 = mat4x2(vec2(-1,-1),vec2(-1,1),vec2(1,-1),vec2(1,1));
mat4x2 wind2 = mat4x2(vec2(-3,-1),vec2(-1,3),vec2(1,-3),vec2(3,1));
mat4x2 wind3 = mat4x2(vec2(-1,-3),vec2(-3,1),vec2(3,-1),vec2(1,3));
mat4x2 wind4 = mat4x2(vec2(-3,-3),vec2(-3,3),vec2(3,-3),vec2(3,3));
mat4x2 wind[4] = mat4x2[4](wind1, wind2, wind3, wind4);
//Initialization
float2x2 R = float2x2(0.,0.,0.,0.);
float2 r = float2(0.,0.);
float3 d = float3(0.,0.,0.);
//Define weights
vec4 fb_filter = get_fallback_filter_coeffs();
fb_filter /= dot(fb_filter,vec4(4.0));
float w[4] = float[4](4.0, 1.0, 1.0, 1.0);
//Calculate (local) autocorrelation coefficients
for (int k = 0; k<ITERATIONS; k+= 1){
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
R += mul(transpose(C),w[k]*C);
r += mul(y,w[k]*C);
d += fb_filter[k]*(Value(wind[k][0])+Value(wind[k][1])+Value(wind[k][2])+Value(wind[k][3]));
}
//Normalize
float n = NEDI_N;
R /= n; r /= n;
//Calculate a = R^-1 . r
float e = NEDI_E;
float2 a = solve(R+e*e*I,r+e*e/2.0);
//Nomalize 'a' (prevents overshoot)
a = .25 + float2(.5,-.5)*clamp(a[0]-a[1],-1.0,1.0);
float3 col0 = Value(dir[0]);
float3 col1 = Value(dir[1]);
float3 col2 = Value(dir[2]);
float3 col3 = Value(dir[3]);
float3 min_sample = min( min(col0, col1), min(col2, col3) );
float3 max_sample = max( max(col0, col1), max(col2, col3) );
// Allows 5% ringing. Needs more tests.
d = clamp(d, 0.95*min_sample, 1.05*max_sample);
//Calculate result
//float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3]));
float2x3 x = float2x3(col0 + col1, col2 + col3);
float3 c = mul(a,x);
//Fallback to lanczos
float t = saturate(1.0-500.0*sqr(x[0]-x[1])); // Diagonal local edge strength
c = mix(c, d, smoothstep(0.0, 1.0, t));
FragColor = float4(c, 1.0);//+float4(0,0.5,0.5,0);
}

View file

@ -29,19 +29,19 @@
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float NEDI_E;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float NEDI_E;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
mat4 MVP;
} global;
#pragma parameter NEDI_E "EDGE STRENGTH" 0.55 0.0 1.0 0.05
#pragma parameter NEDI_E "EDGE STRENGTH" 0.60 0.0 1.0 0.05
#define NEDI_E (1.0-params.NEDI_E)
@ -114,7 +114,7 @@ void main()
{
float2 tex = vTexCoord + float2(0.0, 0.25*params.SourceSize.w);
float4 c0 = tex2D(Source,tex);
float4 c0 = tex2D(Source,tex);
/*
wind[1] wind[2]
@ -137,43 +137,44 @@ float2 tex = vTexCoord + float2(0.0, 0.25*params.SourceSize.w);
3 2 2
*/
//Define window and directions - original
vec2 dir[4] = vec2[4](vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1));
mat4x2 wind1 = mat4x2(vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1));
mat4x2 wind2 = mat4x2(vec2(-3,-1),vec2(3,1),vec2(-1,3),vec2(1,-3));
mat4x2 wind3 = mat4x2(vec2(-3,1),vec2(3,-1),vec2(1,3),vec2(-1,-3));
mat4x2 wind4 = mat4x2(vec2(-3,-3),vec2( 3,3),vec2(-3, 3),vec2(3,-3));
mat4x2 wind[4] = mat4x2[4](wind1, wind2, wind3, wind4);
//Define window and directions - original
vec2 dir[4] = vec2[4](vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1));
mat4x2 wind1 = mat4x2(vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1));
mat4x2 wind2 = mat4x2(vec2(-3,-1),vec2(3,1),vec2(-1,3),vec2(1,-3));
mat4x2 wind3 = mat4x2(vec2(-3,1),vec2(3,-1),vec2(1,3),vec2(-1,-3));
mat4x2 wind4 = mat4x2(vec2(-3,-3),vec2( 3,3),vec2(-3, 3),vec2(3,-3));
mat4x2 wind[4] = mat4x2[4](wind1, wind2, wind3, wind4);
//Initialization
float2x2 R = float2x2(0.,0.,0.,0.);
float2 r = float2(0.,0.);
//Initialization
float2x2 R = float2x2(0.,0.,0.,0.);
float2 r = float2(0.,0.);
float m[4] = float[4](NEDI_WEIGHT, 1.0, 1.0, 1.0);
//Calculate (local) autocorrelation coefficients
for (int k = 0; k<ITERATIONS; k+= 1){
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
R += mul(transpose(C),m[k]*C);
r += mul(y,m[k]*C);
}
//Normalize
float n = NEDI_N;
R /= n; r /= n;
//Calculate (local) autocorrelation coefficients
for (int k = 0; k<ITERATIONS; k+= 1){
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
R += mul(transpose(C),m[k]*C);
r += mul(y,m[k]*C);
}
//Normalize
float n = NEDI_N;
R /= n; r /= n;
//Calculate a = R^-1 . r
float e = NEDI_E;
float2 a = solve(R+e*e*I,r+e*e/2.0);
//Calculate a = R^-1 . r
float e = NEDI_E;
float2 a = solve(R+e*e*I,r+e*e/2.0);
//Nomalize 'a' (prevents overshoot)
a = .25 + float2(.4999,-.4999)*clamp(a[0]-a[1],-1.0,1.0);
//Nomalize 'a' (prevents overshoot)
a = .25 + float2(.4999,-.4999)*clamp(a[0]-a[1],-1.0,1.0);
//Calculate result
float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3])) * float2x2(a,a);
float3 c = float3(x[0].xyz);
//Skip pixels on wrong grid
if (frac(tex.x*width)<0.499999) FragColor = c0;
else FragColor = vec4(c, 1.0);
//Calculate result
float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3])) * float2x2(a,a);
float3 c = float3(x[0].xyz);
//Skip pixels on wrong grid
if (frac(tex.x*width)<0.499999) FragColor = c0;
else FragColor = vec4(c, 1.0);
}

View file

@ -29,19 +29,19 @@
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float NEDI_E;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float NEDI_E;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
mat4 MVP;
} global;
#pragma parameter NEDI_E "EDGE STRENGTH" 0.55 0.0 1.0 0.05
#pragma parameter NEDI_E "EDGE STRENGTH" 0.60 0.0 1.0 0.05
#define NEDI_E (1.0-params.NEDI_E)
@ -116,18 +116,15 @@ void main()
{
float2 tex = vTexCoord;
float4 c0 = tex2D(s0,tex);
//Define window and directions
vec2 dir[4] = vec2[4](vec2(-1,0),vec2(1,0),vec2(0,1),vec2(0,-1));
mat4x2 wind1 = mat4x2(vec2(-1,0),vec2(1,0),vec2(0,1),vec2(0,-1));
mat4x2 wind2 = mat4x2(vec2(-2,-1),vec2(2,1),vec2(-1,2),vec2(1,-2));
mat4x2 wind3 = mat4x2(vec2(-3,-2),vec2(3,2),vec2(-2,3),vec2(2,-3));
mat4x2 wind4 = mat4x2(vec2(-2,1),vec2(2,-1),vec2(1,2),vec2(-1,-2));
mat4x2 wind5 = mat4x2(vec2(-3,2),vec2(3,-2),vec2(2,3),vec2(-2,-3));
mat4x2 wind6 = mat4x2(vec2(-4,-1),vec2(4,1),vec2(-1,4),vec2(1,-4));
mat4x2 wind7 = mat4x2(vec2(-4,1),vec2(4,-1),vec2(1,4),vec2(-1,-4));
mat4x2 wind[7] = mat4x2[7](wind1, wind2, wind3, wind4, wind5, wind6, wind7);
float4 c0 = tex2D(s0,tex);
//Define window and directions
vec2 dir[4] = vec2[4](vec2(-1,0),vec2(1,0),vec2(0,1),vec2(0,-1));
mat4x2 wind1 = mat4x2(vec2(-1,0),vec2(1,0),vec2(0,1),vec2(0,-1));
mat4x2 wind2 = mat4x2(vec2(-1,2),vec2(1,-2),vec2(2,1),vec2(-2,-1));
mat4x2 wind3 = mat4x2(vec2(-2,-1),vec2(2,1),vec2(-1,2),vec2(1,-2));
mat4x2 wind4 = mat4x2(vec2(-3,0),vec2(3,0),vec2(0,3),vec2(0,-3));
mat4x2 wind[4] = mat4x2[4](wind1, wind2, wind3, wind4);
/*
wind[1] wind[2]
@ -151,36 +148,36 @@ float2 tex = vTexCoord;
3 2 4
*/
//Initialization
float2x2 R = float2x2(0.,0.,0.,0.);
float2 r = float2(0.,0.);
//Initialization
float2x2 R = float2x2(0.,0.,0.,0.);
float2 r = float2(0.,0.);
float m[7] = float[7](NEDI_WEIGHT2, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
float m[4] = float[4](NEDI_WEIGHT2, 1.0, 1.0, 1.0);
//Calculate (local) autocorrelation coefficients
for (int k = 0; k<ITERATIONS; k+= 1){
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
R += mul(transpose(C),m[k]*C);
r += mul(y,m[k]*C);
}
//Normalize
float n = NEDI_N2;
R /= n; r /= n;
//Calculate (local) autocorrelation coefficients
for (int k = 0; k<ITERATIONS; k+= 1){
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
R += mul(transpose(C),m[k]*C);
r += mul(y,m[k]*C);
}
//Normalize
float n = NEDI_N2;
R /= n; r /= n;
//Calculate a = R^-1 . r
float e = NEDI_E;
float2 a = solve(R+e*e*I,r+e*e/2.0);
//Calculate a = R^-1 . r
float e = NEDI_E;
float2 a = solve(R+e*e*I,r+e*e/2.0);
//Nomalize 'a' (prevents overshoot)
a = .25 + float2(.4999,-.4999)*clamp(a[0]-a[1],-1.0,1.0);
//Nomalize 'a' (prevents overshoot)
a = .25 + float2(.4999,-.4999)*clamp(a[0]-a[1],-1.0,1.0);
//Calculate result
float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3])) * float2x2(a,a);
float3 c = float3(x[0].xyz);
//Skip pixels on wrong grid
if ((frac(tex.x*width/2.0)<0.4999)&&(frac(tex.y*height)<0.4999) || (frac(tex.x*width/2.0)>0.4999)&&(frac(tex.y*height)>0.4999)) FragColor = c0;
else FragColor = float4(c, 1.0);//+float4(0,0.49999,0.49999,0);
//Calculate result
float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3])) * float2x2(a,a);
float3 c = float3(x[0].xyz);
//Skip pixels on wrong grid
if ((frac(tex.x*width/2.0)<0.4999)&&(frac(tex.y*height)<0.4999) || (frac(tex.x*width/2.0)>0.4999)&&(frac(tex.y*height)>0.4999)) FragColor = c0;
else FragColor = float4(c, 1.0);//+float4(0,0.49999,0.49999,0);
}

View file

@ -29,19 +29,19 @@
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float NEDI_E;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float NEDI_E;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
mat4 MVP;
} global;
#pragma parameter NEDI_E "EDGE STRENGTH" 0.55 0.0 1.0 0.05
#pragma parameter NEDI_E "EDGE STRENGTH" 0.60 0.0 1.0 0.05
#define NEDI_E (1.0-params.NEDI_E)
@ -68,7 +68,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
#define s0 Source
#define NEDI_WEIGHT3 2.0
#define NEDI_WEIGHT3 4.0
#define NEDI_N3 24.0
//#define NEDI_E3 0.0
@ -135,42 +135,42 @@ void main()
3 2 4
*/
//Define window and directions
vec2 dir[4] = vec2[4](vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1));
//Define window and directions
vec2 dir[4] = vec2[4](vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1));
mat4x2 wind1 = mat4x2(vec2(-1,-1),vec2(1,1),vec2(-1,1),vec2(1,-1));
mat4x2 wind2 = mat4x2(vec2(-3,-1),vec2(3,1),vec2(-1,3),vec2(1,-3));
mat4x2 wind3 = mat4x2(vec2(-3,1),vec2(3,-1),vec2(1,3),vec2(-1,-3));
mat4x2 wind4 = mat4x2(vec2(-3,-3),vec2( 3,3),vec2(-3, 3),vec2(3,-3));
mat4x2 wind[4] = mat4x2[4](wind1, wind2, wind3, wind4);
mat4x2 wind[4] = mat4x2[4](wind1, wind2, wind3, wind4);
//Initialization
float2x2 R = float2x2(vec2(0.,0.),vec2(0.,0.));
float2 r = float2(0.,0.);
//Initialization
float2x2 R = float2x2(vec2(0.,0.),vec2(0.,0.));
float2 r = float2(0.,0.);
//Calculate (local) autocorrelation coefficients
for (int k = 0; k<ITERATIONS; k+= 1){
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
R += mul(transpose(C),C);
r += mul(y,C);
}
//Normalize
float n = NEDI_N3;
R /= n; r /= n;
float m[4] = float[4](NEDI_WEIGHT3, 1.0, 1.0, 1.0);
//Calculate a = R^-1 . r
float e = NEDI_E;
float2 a = solve(R+e*e*I,r+e*e/2.0);
//Calculate (local) autocorrelation coefficients
for (int k = 0; k<ITERATIONS; k+= 1){
float4 y = float4(Get(wind[k][0]),Get(wind[k][1]),Get(wind[k][2]),Get(wind[k][3]));
float4x2 C = float4x2(Get4(wind[k][0]),Get4(wind[k][1]),Get4(wind[k][2]),Get4(wind[k][3]));
R += mul(transpose(C),m[k]*C);
r += mul(y,m[k]*C);
}
//Normalize
float n = NEDI_N3;
R /= n; r /= n;
//Nomalize 'a' (prevents overshoot)
a = .25 + float2(.4999,-.4999)*clamp(a[0]-a[1],-1.0,1.0);
//Calculate a = R^-1 . r
float e = NEDI_E;
float2 a = solve(R+e*e*I,r+e*e/2.0);
//Calculate result
float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3])) * float2x2(a,a);
float3 c = float3(x[0].xyz);
//Nomalize 'a' (prevents overshoot)
a = .25 + float2(.4999,-.4999)*clamp(a[0]-a[1],-1.0,1.0);
// float3 c = Value(dir[0]);
FragColor = float4(c, 1.0);//+float4(0,0.5,0.5,0);
//Calculate result
float2x3 x = float2x3(Value(dir[0])+Value(dir[1]),Value(dir[2])+Value(dir[3])) * float2x2(a,a);
float3 c = float3(x[0].xyz);
FragColor = float4(c, 1.0);//+float4(0,0.5,0.5,0);
}