Added drez and improved print-resolution

This commit is contained in:
HyperspaceMadness 2024-04-07 22:01:14 -04:00
parent 05414f65e3
commit b6b3792816
19 changed files with 323 additions and 21 deletions

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = absolute
scale_x0 = 400
scale_type_y0 = absolute
scale_y0 = 480
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = absolute
scale_x0 = 256
scale_type_y0 = absolute
scale_y0 = 384
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = absolute
scale_x0 = 480
scale_type_y0 = absolute
scale_y0 = 272
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,10 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = absolute
scale_x0 = 960
scale_type_y0 = absolute
scale_y0 = 544
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = viewport
scale_x0 = 1.0
scale_type_y0 = absolute
scale_y0 = 272
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = viewport
scale_x0 = 1.0
scale_type_y0 = absolute
scale_y0 = 544
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = absolute
scale_x0 = 1440
scale_type_y0 = absolute
scale_y0 = 1080
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = absolute
scale_x0 = 1920
scale_type_y0 = absolute
scale_y0 = 1080
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = absolute
scale_x0 = 320
scale_type_y0 = absolute
scale_y0 = 224
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = absolute
scale_x0 = 320
scale_type_y0 = absolute
scale_y0 = 240
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = absolute
scale_x0 = 640
scale_type_y0 = absolute
scale_y0 = 480
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = viewport
scale_x0 = 1.0
scale_type_y0 = absolute
scale_y0 = 224
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = viewport
scale_x0 = 1.0
scale_type_y0 = absolute
scale_y0 = 240
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = viewport
scale_x0 = 1.0
scale_type_y0 = absolute
scale_y0 = 320
wrap_mode0 = "clamp_to_edge"

View file

@ -0,0 +1,9 @@
shaders = 1
shader0 = ../shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = viewport
scale_x0 = 1.0
scale_type_y0 = absolute
scale_y0 = 480
wrap_mode0 = "clamp_to_edge"

11
downsample/drez_1x.slangp Normal file
View file

@ -0,0 +1,11 @@
shaders = 1
shader0 = ./shaders/drez-g-sharp_resampler.slang
filter_linear0 = false
scale_type_x0 = source
scale_x0 = 1.0
scale_type_y0 = source
scale_y0 = 1.0
wrap_mode0 = "clamp_to_edge"
DREZ_THRESHOLD_RATIO = 1.0

View file

@ -0,0 +1,160 @@
#version 450
/*
drez-g-sharp_resampler.slang
DREZ Resolution Downsampler, This is really just a wrapper around Guest's great G-sharp resampler
General usage is to add this as a pass with a reduced resolution
G-sharp resampler - dynamic range, resizable
Copyright (C) 2020 - 2021 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.
Anti-Ringing inspired by Hyllian
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float DREZ_GSHARP_ON;
float DREZ_SIGMA_HV;
float DREZ_HSHARP0;
float DREZ_HAR;
float DREZ_SHAR;
float DREZ_THRESHOLD_RATIO;
} global;
#pragma parameter GSHARP_DREZ_EMPTY_LINE " " 0 0 0.001 0.001
#pragma parameter GSHARP_DREZ_TITLE "[ --- DREZ DOWNSAMPLE FILTER - GUEST.R G-SHARP RESAMPLER --- ]:" 0 0 0.01 0.01
#pragma parameter DREZ_GSHARP_ON " G-SHARP ON" 1 0 1 1
#define DREZ_GSHARP_ON global.DREZ_GSHARP_ON
#pragma parameter DREZ_THRESHOLD_RATIO " Downsample Threshold (Original Res Vs Downsampled Res)" 1.5 1 4 0.1
#define DREZ_THRESHOLD_RATIO global.DREZ_THRESHOLD_RATIO
// Default was 1.2, now set to 2.3 to match smoothing in Hyllian b-spline
#pragma parameter DREZ_HSHARP0 " Filter Range" 2.3 1.0 6.0 0.1
#define DREZ_HSHARP0 global.DREZ_HSHARP0
// Default was 0.75
#pragma parameter DREZ_SIGMA_HV " Gaussian Blur Sigma" 0.75 0.1 7.0 0.05
#define DREZ_SIGMA_HV global.DREZ_SIGMA_HV
// Default was 0.5
#pragma parameter DREZ_SHAR " Sharpness Definition" 0.5 0.0 2.0 0.05
#define DREZ_SHAR global.DREZ_SHAR
// Default was 0.5
#pragma parameter DREZ_HAR " Anti-Ringing" 0.5 0.0 1.0 0.10
#define DREZ_HAR global.DREZ_HAR
#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 Original;
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize global.OriginalSize
#define OutputSize global.OutputSize
#define Source Original
float invsqrsigma_h = 1.0/(2.0*DREZ_SIGMA_HV*DREZ_SIGMA_HV);
float gaussian(float x, float y)
{
return exp(-(x*x + y*y)*invsqrsigma_h);
}
void main()
{
// If the effext is disabled or the downsample ratio is below the threshold, just sample the texture
if (DREZ_GSHARP_ON == 0 || SourceSize.y / OutputSize.y < DREZ_THRESHOLD_RATIO)
{
FragColor = texture(Source, vTexCoord);
return;
}
vec2 f = fract(SourceSize.xy * vTexCoord.xy);
f = 0.5 - f;
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
vec2 dx = vec2(SourceSize.z, 0.0);
vec2 dy = vec2(0.0, SourceSize.w);
vec3 colorx = 0.0.xxx;
vec3 colory = 0.0.xxx;
float wx, wy;
float wsumx = 0.0;
float wsumy = 0.0;
vec3 pixel;
float x;
vec3 xcmax = 0.0.xxx;
vec3 xcmin = 1.0.xxx;
float sharp = gaussian(DREZ_HSHARP0, 0.0);
float maxsharp = 0.07;
float FPR = DREZ_HSHARP0;
float fpx = 1.0;
float LOOPSIZE = ceil(2.0*FPR);
float y = -LOOPSIZE;
do
{
x = -LOOPSIZE;
do
{
pixel = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb;
wx = gaussian(x+f.x, y+f.y) - sharp;
fpx = (sqrt(dot(vec2(x+f.x,y+f.y),vec2(x+f.x,y+f.y)))-FPR)/FPR;
if (((x*x) + (y*y)) < 1.25*FPR) { xcmax = max(xcmax, pixel); xcmin = min(xcmin, pixel); }
if (wx < 0.0) wx = clamp(wx, mix(-maxsharp, 0.0, pow(abs(fpx), DREZ_SHAR)), 0.0);
colorx = colorx + wx * pixel;
wsumx = wsumx + wx;
x = x + 1.0;
} while (x <= LOOPSIZE);
y = y + 1.0;
} while (y <= LOOPSIZE);
vec3 color = colorx/wsumx;
color = mix(clamp(color, 0.0, 1.0), clamp(color, xcmin, xcmax), DREZ_HAR);
FragColor = vec4(color, 1.0);
}

View file

@ -61,16 +61,20 @@ void main()
if (PRINT_RESOLUTION_TEXT_ON == 1 && vTexCoord.x > params.OutputSize.z * 2 && vTexCoord.y > params.OutputSize.w * 2)
{
vec2 ps = params.OutputSize.zw;
vec2 outline_offset_mult = ps;
outline_offset_mult.x *= max(floor(params.OutputSize.x / 240 + 0.01), 1);
outline_offset_mult.y *= max(floor(params.OutputSize.y / 200 + 0.01), 1);
vec4 text_rgba = vec4(FragColor.a);
text_rgba.rgb *= vec3(1, 1, 0);
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(1, 0)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(0, 1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(1, 1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(-1, 1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(-1, 0)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(0, -1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(-1, -1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(1, -1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + outline_offset_mult * vec2(1, 0)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + outline_offset_mult * vec2(0, 1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + outline_offset_mult * vec2(1, 1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + outline_offset_mult * vec2(-1, 1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + outline_offset_mult * vec2(-1, 0)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + outline_offset_mult * vec2(0, -1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + outline_offset_mult * vec2(-1, -1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + outline_offset_mult * vec2(1, -1)).a;
text_rgba = clamp(text_rgba, 0, 1);
FragColor.rgb = PreMultAlphaBlend(FragColor, text_rgba).rgb;
}

View file

@ -497,16 +497,6 @@ float DrawResolutions(vec2 uv)
_spc _x _spc
TEXT_MASK += print_integer(params.OriginalSize.y, 0, uv);
// Empty Line ----------------------------------------------------------
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
// Resolution Debugging ----------------------------------------------------------
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
_P _r _i _n _t _spc _R _e _s _o _l _u _t _i _o _n _spc _T _e _x _t _spc
return TEXT_MASK;
}
@ -515,9 +505,10 @@ float GetText(vec2 in_coord)
vec2 canvas_size = params.OutputSize.xy;
in_coord = (in_coord - 0.5) * vec2(1, -1) + 0.5;
float downscale = 1;
if (canvas_size.y > 460) downscale = 2;
if (canvas_size.y > 1000) downscale = 3;
vec2 downscale = vec2(1, 1);
downscale.x = max(max(floor(canvas_size.x / 240), 1), 1);
downscale.y = max(max(ceil(canvas_size.y / 200), 1), 1);
vec2 uv = params.OutputSize.xy * in_coord;
vec2 downscaled_uv = floor(params.OutputSize.xy * in_coord / downscale);