Merge remote-tracking branch 'logarrhythmic/ui-bicubic-sampling'
This commit is contained in:
@@ -80,6 +80,7 @@ import net.runelite.client.plugins.PluginType;
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import static net.runelite.client.plugins.gpu.GLUtil.*;
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import static net.runelite.client.plugins.gpu.GLUtil.*;
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import net.runelite.client.plugins.gpu.config.AnisotropicFilteringMode;
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import net.runelite.client.plugins.gpu.config.AnisotropicFilteringMode;
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import net.runelite.client.plugins.gpu.config.AntiAliasingMode;
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import net.runelite.client.plugins.gpu.config.AntiAliasingMode;
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import net.runelite.client.plugins.gpu.config.UIScalingMode;
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import net.runelite.client.plugins.gpu.template.Template;
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import net.runelite.client.plugins.gpu.template.Template;
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import net.runelite.client.ui.DrawManager;
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import net.runelite.client.ui.DrawManager;
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import net.runelite.client.util.OSType;
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import net.runelite.client.util.OSType;
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@@ -227,6 +228,9 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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private int uniProjectionMatrix;
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private int uniProjectionMatrix;
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private int uniBrightness;
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private int uniBrightness;
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private int uniTex;
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private int uniTex;
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private int uniTexSamplingMode;
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private int uniTexSourceDimensions;
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private int uniTexTargetDimensions;
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private int uniTextures;
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private int uniTextures;
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private int uniTextureOffsets;
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private int uniTextureOffsets;
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private int uniBlockSmall;
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private int uniBlockSmall;
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@@ -241,6 +245,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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private int fogDepth;
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private int fogDepth;
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private int fogCircularity;
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private int fogCircularity;
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private int fogDensity;
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private int fogDensity;
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private UIScalingMode uiScalingMode;
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@Subscribe
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@Subscribe
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private void onConfigChanged(ConfigChanged event)
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private void onConfigChanged(ConfigChanged event)
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@@ -260,6 +265,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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this.fogDepth = config.fogDepth();
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this.fogDepth = config.fogDepth();
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this.fogCircularity = config.fogCircularity();
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this.fogCircularity = config.fogCircularity();
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this.fogDensity = config.fogDensity();
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this.fogDensity = config.fogDensity();
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this.uiScalingMode = config.uiScalingMode();
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}
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}
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@Override
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@Override
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@@ -519,10 +525,14 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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glUiProgram = gl.glCreateProgram();
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glUiProgram = gl.glCreateProgram();
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glUiVertexShader = gl.glCreateShader(gl.GL_VERTEX_SHADER);
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glUiVertexShader = gl.glCreateShader(gl.GL_VERTEX_SHADER);
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glUiFragmentShader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER);
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glUiFragmentShader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER);
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template = new Template(resourceLoader);
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vertSource = template.process(resourceLoader.apply("vertui.glsl"));
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template = new Template(resourceLoader);
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fragSource = template.process(resourceLoader.apply("fragui.glsl"));
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GLUtil.loadShaders(gl, glUiProgram, glUiVertexShader, -1, glUiFragmentShader,
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GLUtil.loadShaders(gl, glUiProgram, glUiVertexShader, -1, glUiFragmentShader,
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inputStreamToString(getClass().getResourceAsStream("vertui.glsl")),
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vertSource,
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null,
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null,
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inputStreamToString(getClass().getResourceAsStream("fragui.glsl")));
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fragSource);
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initUniforms();
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initUniforms();
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}
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}
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@@ -540,6 +550,9 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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uniDrawDistance = gl.glGetUniformLocation(glProgram, "drawDistance");
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uniDrawDistance = gl.glGetUniformLocation(glProgram, "drawDistance");
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uniTex = gl.glGetUniformLocation(glUiProgram, "tex");
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uniTex = gl.glGetUniformLocation(glUiProgram, "tex");
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uniTexSamplingMode = gl.glGetUniformLocation(glUiProgram, "samplingMode");
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uniTexTargetDimensions = gl.glGetUniformLocation(glUiProgram, "targetDimensions");
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uniTexSourceDimensions = gl.glGetUniformLocation(glUiProgram, "sourceDimensions");
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uniTextures = gl.glGetUniformLocation(glProgram, "textures");
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uniTextures = gl.glGetUniformLocation(glProgram, "textures");
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uniTextureOffsets = gl.glGetUniformLocation(glProgram, "textureOffsets");
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uniTextureOffsets = gl.glGetUniformLocation(glProgram, "textureOffsets");
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@@ -1222,26 +1235,31 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, width, height, gl.GL_BGRA, gl.GL_UNSIGNED_INT_8_8_8_8_REV, interfaceBuffer);
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gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, width, height, gl.GL_BGRA, gl.GL_UNSIGNED_INT_8_8_8_8_REV, interfaceBuffer);
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}
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}
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// Use the texture bound in the first pass
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gl.glUseProgram(glUiProgram);
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gl.glUniform1i(uniTex, 0);
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gl.glUniform1i(uniTexSamplingMode, this.uiScalingMode.getMode());
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gl.glUniform2i(uniTexSourceDimensions, canvasWidth, canvasHeight);
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if (client.isStretchedEnabled())
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if (client.isStretchedEnabled())
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{
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{
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Dimension dim = client.getStretchedDimensions();
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Dimension dim = client.getStretchedDimensions();
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glDpiAwareViewport(0, 0, dim.width, dim.height);
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glDpiAwareViewport(0, 0, dim.width, dim.height);
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gl.glUniform2i(uniTexTargetDimensions, dim.width, dim.height);
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}
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}
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else
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else
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{
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{
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glDpiAwareViewport(0, 0, canvasWidth, canvasHeight);
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glDpiAwareViewport(0, 0, canvasWidth, canvasHeight);
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gl.glUniform2i(uniTexTargetDimensions, canvasWidth, canvasHeight);
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}
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}
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// Use the texture bound in the first pass
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gl.glUseProgram(glUiProgram);
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gl.glUniform1i(uniTex, 0);
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// Set the sampling function used when stretching the UI.
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// Set the sampling function used when stretching the UI.
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// This is probably better done with sampler objects instead of texture parameters, but this is easier and likely more portable.
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// This is probably better done with sampler objects instead of texture parameters, but this is easier and likely more portable.
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// See https://www.khronos.org/opengl/wiki/Sampler_Object for details.
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// See https://www.khronos.org/opengl/wiki/Sampler_Object for details.
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if (client.isStretchedEnabled())
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if (client.isStretchedEnabled())
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{
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{
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final int function = client.isStretchedFast() ? gl.GL_NEAREST : gl.GL_LINEAR;
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final int function = this.uiScalingMode == UIScalingMode.LINEAR ? gl.GL_LINEAR : gl.GL_NEAREST;
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, function);
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, function);
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, function);
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, function);
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}
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}
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@@ -34,6 +34,7 @@ import static net.runelite.client.plugins.gpu.GpuPlugin.MAX_DISTANCE;
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import static net.runelite.client.plugins.gpu.GpuPlugin.MAX_FOG_DEPTH;
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import static net.runelite.client.plugins.gpu.GpuPlugin.MAX_FOG_DEPTH;
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import net.runelite.client.plugins.gpu.config.AnisotropicFilteringMode;
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import net.runelite.client.plugins.gpu.config.AnisotropicFilteringMode;
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import net.runelite.client.plugins.gpu.config.AntiAliasingMode;
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import net.runelite.client.plugins.gpu.config.AntiAliasingMode;
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import net.runelite.client.plugins.gpu.config.UIScalingMode;
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@ConfigGroup("gpu")
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@ConfigGroup("gpu")
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public interface GpuPluginConfig extends Config
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public interface GpuPluginConfig extends Config
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@@ -77,11 +78,34 @@ public interface GpuPluginConfig extends Config
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return false;
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return false;
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}
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}
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@ConfigTitleSection(
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keyName = "scalingTitle",
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name = "Scaling",
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description = "",
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position = 4
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)
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default Title scalingTitle()
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{
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return new Title();
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}
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@ConfigItem(
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keyName = "uiScalingMode",
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name = "UI scaling mode",
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description = "Sampling function to use for the UI in stretched mode",
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titleSection = "scalingTitle",
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position = 5
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)
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default UIScalingMode uiScalingMode()
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{
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return UIScalingMode.CATMULL_ROM;
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}
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@ConfigTitleSection(
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@ConfigTitleSection(
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keyName = "ppTitle",
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keyName = "ppTitle",
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name = "Post processing",
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name = "Post processing",
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description = "",
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description = "",
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position = 4
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position = 6
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)
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)
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default Title ppTitle()
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default Title ppTitle()
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{
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{
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@@ -92,7 +116,7 @@ public interface GpuPluginConfig extends Config
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keyName = "antiAliasingMode",
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keyName = "antiAliasingMode",
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name = "Anti Aliasing",
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name = "Anti Aliasing",
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description = "Configures the anti-aliasing mode",
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description = "Configures the anti-aliasing mode",
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position = 5,
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position = 7,
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titleSection = "ppTitle"
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titleSection = "ppTitle"
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)
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)
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default AntiAliasingMode antiAliasingMode()
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default AntiAliasingMode antiAliasingMode()
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@@ -104,7 +128,7 @@ public interface GpuPluginConfig extends Config
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keyName = "anisotropicFilteringMode",
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keyName = "anisotropicFilteringMode",
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name = "Anisotropic Filtering",
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name = "Anisotropic Filtering",
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description = "Configures the anisotropic filtering mode",
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description = "Configures the anisotropic filtering mode",
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position = 6,
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position = 8,
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titleSection = "ppTitle"
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titleSection = "ppTitle"
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)
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)
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default AnisotropicFilteringMode anisotropicFilteringMode()
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default AnisotropicFilteringMode anisotropicFilteringMode()
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@@ -116,7 +140,7 @@ public interface GpuPluginConfig extends Config
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keyName = "fogTitle",
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keyName = "fogTitle",
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name = "Fog",
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name = "Fog",
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description = "",
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description = "",
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position = 7
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position = 9
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)
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)
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default Title fogTitle()
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default Title fogTitle()
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{
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{
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@@ -130,7 +154,7 @@ public interface GpuPluginConfig extends Config
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keyName = "fogDepth",
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keyName = "fogDepth",
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name = "Depth",
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name = "Depth",
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description = "Distance from the scene edge the fog starts",
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description = "Distance from the scene edge the fog starts",
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position = 8,
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position = 10,
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titleSection = "fogTitle"
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titleSection = "fogTitle"
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)
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)
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default int fogDepth()
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default int fogDepth()
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@@ -145,7 +169,7 @@ public interface GpuPluginConfig extends Config
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keyName = "fogCircularity",
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keyName = "fogCircularity",
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name = "Roundness",
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name = "Roundness",
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description = "Fog circularity in %",
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description = "Fog circularity in %",
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position = 9,
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position = 11,
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titleSection = "fogTitle"
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titleSection = "fogTitle"
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)
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)
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default int fogCircularity()
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default int fogCircularity()
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@@ -160,7 +184,7 @@ public interface GpuPluginConfig extends Config
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keyName = "fogDensity",
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keyName = "fogDensity",
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name = "Density",
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name = "Density",
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description = "Relative fog thickness",
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description = "Relative fog thickness",
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position = 10,
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position = 12,
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titleSection = "fogTitle"
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titleSection = "fogTitle"
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)
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)
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default int fogDensity()
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default int fogDensity()
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@@ -0,0 +1,48 @@
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/*
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* Copyright (c) 2019 logarrhytmic <https://github.com/logarrhythmic>
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* All rights reserved.
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||||||
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*
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||||||
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* Redistribution and use in source and binary forms, with or without
|
||||||
|
* modification, are permitted provided that the following conditions are met:
|
||||||
|
*
|
||||||
|
* 1. Redistributions of source code must retain the above copyright notice, this
|
||||||
|
* list of conditions and the following disclaimer.
|
||||||
|
* 2. Redistributions in binary form must reproduce the above copyright notice,
|
||||||
|
* this list of conditions and the following disclaimer in the documentation
|
||||||
|
* and/or other materials provided with the distribution.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||||
|
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
|
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
|
||||||
|
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*/
|
||||||
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package net.runelite.client.plugins.gpu.config;
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||||||
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import lombok.Getter;
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import lombok.RequiredArgsConstructor;
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@Getter
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||||||
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@RequiredArgsConstructor
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||||||
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public enum UIScalingMode
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||||||
|
{
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||||||
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NEAREST("Nearest Neighbor", 0),
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LINEAR("Bilinear", 0),
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||||||
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MITCHELL("Bicubic (Mitchell)", 1),
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||||||
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CATMULL_ROM("Bicubic (Catmull-Rom)", 2),
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||||||
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XBR("xBR (best at 2x & above)", 3);
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||||||
|
|
||||||
|
private final String name;
|
||||||
|
private final int mode;
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||||||
|
|
||||||
|
@Override
|
||||||
|
public String toString()
|
||||||
|
{
|
||||||
|
return name;
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||||||
|
}
|
||||||
|
}
|
||||||
@@ -26,11 +26,31 @@
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|||||||
|
|
||||||
uniform sampler2D tex;
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uniform sampler2D tex;
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||||||
|
|
||||||
|
#define SAMPLING_DEFAULT 0
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||||||
|
#define SAMPLING_MITCHELL 1
|
||||||
|
#define SAMPLING_CATROM 2
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||||||
|
#define SAMPLING_XBR 3
|
||||||
|
uniform int samplingMode;
|
||||||
|
uniform ivec2 sourceDimensions;
|
||||||
|
uniform ivec2 targetDimensions;
|
||||||
|
|
||||||
|
#include scale/bicubic.glsl
|
||||||
|
#include scale/xbr_lv2_frag.glsl
|
||||||
|
|
||||||
in vec2 TexCoord;
|
in vec2 TexCoord;
|
||||||
|
in XBRTable xbrTable;
|
||||||
|
|
||||||
out vec4 FragColor;
|
out vec4 FragColor;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec4 c = texture(tex, TexCoord);
|
vec4 c;
|
||||||
FragColor = c;
|
|
||||||
|
if (samplingMode == SAMPLING_DEFAULT)
|
||||||
|
c = texture(tex, TexCoord);
|
||||||
|
else if (samplingMode == SAMPLING_CATROM || samplingMode == SAMPLING_MITCHELL)
|
||||||
|
c = textureCubic(tex, TexCoord, samplingMode);
|
||||||
|
else if (samplingMode == SAMPLING_XBR)
|
||||||
|
c = textureXBR(tex, TexCoord, xbrTable, ceil(1.0 * targetDimensions.x / sourceDimensions.x));
|
||||||
|
|
||||||
|
FragColor = c;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,177 @@
|
|||||||
|
/*
|
||||||
|
* Copyright (c) 2019 logarrhythmic <https://github.com/logarrhythmic>
|
||||||
|
* All rights reserved.
|
||||||
|
*
|
||||||
|
* Redistribution and use in source and binary forms, with or without
|
||||||
|
* modification, are permitted provided that the following conditions are met:
|
||||||
|
*
|
||||||
|
* 1. Redistributions of source code must retain the above copyright notice, this
|
||||||
|
* list of conditions and the following disclaimer.
|
||||||
|
* 2. Redistributions in binary form must reproduce the above copyright notice,
|
||||||
|
* this list of conditions and the following disclaimer in the documentation
|
||||||
|
* and/or other materials provided with the distribution.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||||
|
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
|
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
|
||||||
|
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*/
|
||||||
|
|
||||||
|
// General case cubic filter
|
||||||
|
float cubic_custom(float x, float b, float c)
|
||||||
|
{
|
||||||
|
/* A generalized cubic filter as described by Mitchell and Netravali is defined by the piecewise equation:
|
||||||
|
* if abs(x) < 1
|
||||||
|
* y = 1/6 * ( (12 - 9b - 6c) * abs(x)^3 + (-18 + 12b + 6c) * abs(x)^2 + (6 - 2b) )
|
||||||
|
* if abs(x) >= 1 and < 2
|
||||||
|
* y = 1/6 * ( (-1b - 6c) * abs(x)^3 + (6b + 30c) * abs(x)^2 + (-12b - 48c) * abs(x) + (8b + 24c) )
|
||||||
|
* otherwise
|
||||||
|
* y = 0
|
||||||
|
* This produces a bell curve centered on 0 with a width of 2.
|
||||||
|
*/
|
||||||
|
|
||||||
|
float t = abs(x); // absolute value of the x coordinate
|
||||||
|
float t2 = t * t; // t squared
|
||||||
|
float t3 = t * t * t; // t cubed
|
||||||
|
|
||||||
|
if (t < 1) // This part defines the [-1,1] region of the curve.
|
||||||
|
return 1.0/6 * ( (12 - 9 * b - 6 * c) * t3 + (-18 + 12 * b + 6 * c) * t2 + (6 - 2 * b) );
|
||||||
|
else if (t < 2) // This part defines the [-2,-1] and [1,2] regions.
|
||||||
|
return 1.0/6 * ( (-1 * b - 6 * c) * t3 + (6 * b + 30 * c) * t2 + (-12 * b - 48 * c) * t + (8 * b + 24 * c) );
|
||||||
|
else // Outside of [-2,2], the value is 0.
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Cubic filter with Catmull-Rom parameters
|
||||||
|
float catmull_rom(float x)
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* Generally favorable results in image upscaling are given by a cubic filter with the values b = 0 and c = 0.5.
|
||||||
|
* This is known as the Catmull-Rom filter, and it closely approximates Jinc upscaling with Lanczos input values.
|
||||||
|
* Placing these values into the piecewise equation gives us a more compact representation of:
|
||||||
|
* y = 1.5 * abs(x)^3 - 2.5 * abs(x)^2 + 1 // abs(x) < 1
|
||||||
|
* y = -0.5 * abs(x)^3 + 2.5 * abs(x)^2 - 4 * abs(x) + 2 // 1 <= abs(x) < 2
|
||||||
|
*/
|
||||||
|
|
||||||
|
float t = abs(x);
|
||||||
|
float t2 = t * t;
|
||||||
|
float t3 = t * t * t;
|
||||||
|
|
||||||
|
if (t < 1)
|
||||||
|
return 1.5 * t3 - 2.5 * t2 + 1;
|
||||||
|
else if (t < 2)
|
||||||
|
return -0.5 * t3 + 2.5 * t2 - 4 * t + 2;
|
||||||
|
else
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
float mitchell(float x)
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This is another cubic filter with less aggressive sharpening than Catmull-Rom, which some users may prefer.
|
||||||
|
* B = 1/3, C = 1/3.
|
||||||
|
*/
|
||||||
|
|
||||||
|
float t = abs(x);
|
||||||
|
float t2 = t * t;
|
||||||
|
float t3 = t * t * t;
|
||||||
|
|
||||||
|
if (t < 1)
|
||||||
|
return 7.0/6 * t3 + -2 * t2 + 8.0/9;
|
||||||
|
else if (t < 2)
|
||||||
|
return -7.0/18 * t3 + 2 * t2 - 10.0/3 * t + 16.0/9;
|
||||||
|
else
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
#define CR_AR_STRENGTH 0.9
|
||||||
|
|
||||||
|
#define FLT_MAX 3.402823466e+38
|
||||||
|
#define FLT_MIN 1.175494351e-38
|
||||||
|
|
||||||
|
// Calculates the distance between two points
|
||||||
|
float d(vec2 pt1, vec2 pt2)
|
||||||
|
{
|
||||||
|
vec2 v = pt2 - pt1;
|
||||||
|
return sqrt(dot(v,v));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Samples a texture using a 4x4 kernel.
|
||||||
|
vec4 textureCubic(sampler2D sampler, vec2 texCoords, int mode){
|
||||||
|
vec2 texSize = textureSize(sampler, 0);
|
||||||
|
vec2 texelSize = 1.0 / texSize;
|
||||||
|
texCoords *= texSize;
|
||||||
|
texCoords -= 0.5;
|
||||||
|
|
||||||
|
vec4 nSum = vec4( 0.0, 0.0, 0.0, 0.0 );
|
||||||
|
vec4 nDenom = vec4( 0.0, 0.0, 0.0, 0.0 );
|
||||||
|
|
||||||
|
ivec2 texelCoords = ivec2(floor(texCoords));
|
||||||
|
vec2 coordFract = fract(texCoords);
|
||||||
|
|
||||||
|
vec4 c;
|
||||||
|
|
||||||
|
if (mode == SAMPLING_CATROM)
|
||||||
|
{
|
||||||
|
// catrom benefits from anti-ringing, which requires knowledge of the minimum and maximum samples in the kernel
|
||||||
|
vec4 min_sample = vec4(FLT_MAX);
|
||||||
|
vec4 max_sample = vec4(FLT_MIN);
|
||||||
|
for (int m = -1; m <= 2; m++)
|
||||||
|
{
|
||||||
|
for (int n = -1; n <= 2; n++)
|
||||||
|
{
|
||||||
|
// get the raw texel, bypassing any other filters
|
||||||
|
vec4 vecData = texelFetch(sampler, texelCoords + ivec2(m, n), 0);
|
||||||
|
|
||||||
|
// update min and max as we go
|
||||||
|
min_sample = min(min_sample, vecData);
|
||||||
|
max_sample = max(max_sample, vecData);
|
||||||
|
|
||||||
|
// calculate weight based on distance of the current texel offset from the sub-texel position of the sampling location
|
||||||
|
float w = catmull_rom( d(vec2(m, n), coordFract) );
|
||||||
|
|
||||||
|
// build the weighted average
|
||||||
|
nSum += vecData * w;
|
||||||
|
nDenom += w;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// calculate weighted average
|
||||||
|
c = nSum / nDenom;
|
||||||
|
|
||||||
|
// store value before anti-ringing
|
||||||
|
vec4 aux = c;
|
||||||
|
// anti-ringing: clamp the color value so that it cannot exceed values already present in the kernel area
|
||||||
|
c = clamp(c, min_sample, max_sample);
|
||||||
|
// mix according to anti-ringing strength
|
||||||
|
c = mix(aux, c, CR_AR_STRENGTH);
|
||||||
|
}
|
||||||
|
else if (mode == SAMPLING_MITCHELL)
|
||||||
|
{
|
||||||
|
for (int m = -1; m <= 2; m++)
|
||||||
|
{
|
||||||
|
for (int n = -1; n <= 2; n++)
|
||||||
|
{
|
||||||
|
// get the raw texel, bypassing any other filters
|
||||||
|
vec4 vecData = texelFetch(sampler, texelCoords + ivec2(m, n), 0);
|
||||||
|
|
||||||
|
// calculate weight based on distance of the current texel offset from the sub-texel position of the sampling location
|
||||||
|
float w = mitchell( d(vec2(m, n), coordFract) );
|
||||||
|
|
||||||
|
// build the weighted average
|
||||||
|
nSum += vecData * w;
|
||||||
|
nDenom += w;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// calculate weighted average
|
||||||
|
c = nSum / nDenom;
|
||||||
|
}
|
||||||
|
|
||||||
|
// return the weighted average
|
||||||
|
return c;
|
||||||
|
}
|
||||||
@@ -0,0 +1,37 @@
|
|||||||
|
/*
|
||||||
|
Hyllian's xBR-lv2 Shader
|
||||||
|
|
||||||
|
Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||||
|
THE SOFTWARE.
|
||||||
|
|
||||||
|
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
|
||||||
|
*/
|
||||||
|
|
||||||
|
struct XBRTable
|
||||||
|
{
|
||||||
|
vec2 texCoord;
|
||||||
|
vec4 t1;
|
||||||
|
vec4 t2;
|
||||||
|
vec4 t3;
|
||||||
|
vec4 t4;
|
||||||
|
vec4 t5;
|
||||||
|
vec4 t6;
|
||||||
|
vec4 t7;
|
||||||
|
};
|
||||||
@@ -0,0 +1,247 @@
|
|||||||
|
/*
|
||||||
|
Hyllian's xBR-lv2 Shader
|
||||||
|
|
||||||
|
Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||||
|
THE SOFTWARE.
|
||||||
|
|
||||||
|
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
|
||||||
|
*/
|
||||||
|
|
||||||
|
// PARAMETERS //
|
||||||
|
// Uncomment just one of the four params below to choose the corner detection
|
||||||
|
//#define CORNER_A
|
||||||
|
//#define CORNER_B
|
||||||
|
#define CORNER_C
|
||||||
|
//#define CORNER_D
|
||||||
|
|
||||||
|
#define XBR_Y_WEIGHT 50.0 // involved in preserving small details if small_details = 1, otherwise unused
|
||||||
|
#define XBR_EQ_THRESHOLD 9.0 // equality threshold for comparisons
|
||||||
|
//#define XBR_LV1_COEFFICIENT 0.5 // unused, probably left over from a previous iteration
|
||||||
|
#define XBR_LV2_COEFFICIENT 2.0 // moves the step in a step function at one point during blending
|
||||||
|
#define small_details 1.0 // 0 or 1, switches logic in a few spots to help preserve small details
|
||||||
|
// END PARAMETERS //
|
||||||
|
|
||||||
|
#define mul(a,b) (b*a)
|
||||||
|
#define lv2_cf XBR_LV2_COEFFICIENT
|
||||||
|
#ifndef CORNER_A
|
||||||
|
#define SMOOTH_TIPS
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//const float coef = 2.0; // unused
|
||||||
|
const vec3 rgbw = vec3(14.352, 28.176, 5.472); // rgb weights
|
||||||
|
//const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0); // unused
|
||||||
|
|
||||||
|
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||||
|
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
|
||||||
|
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
|
||||||
|
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||||
|
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
|
||||||
|
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
|
||||||
|
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||||
|
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
|
||||||
|
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
|
||||||
|
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
|
||||||
|
|
||||||
|
const vec3 Y = vec3(0.2126, 0.7152, 0.0722); // rec.709 luma weights
|
||||||
|
|
||||||
|
// Difference between vector components.
|
||||||
|
vec4 df(vec4 A, vec4 B)
|
||||||
|
{
|
||||||
|
return vec4(abs(A-B));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compare two vectors and return their components are different.
|
||||||
|
vec4 diff(vec4 A, vec4 B)
|
||||||
|
{
|
||||||
|
return vec4(notEqual(A, B));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Determine if two vector components are equal based on a threshold.
|
||||||
|
vec4 eq(vec4 A, vec4 B)
|
||||||
|
{
|
||||||
|
return (step(df(A, B), vec4(XBR_EQ_THRESHOLD)));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Determine if two vector components are NOT equal based on a threshold.
|
||||||
|
vec4 neq(vec4 A, vec4 B)
|
||||||
|
{
|
||||||
|
return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Weighted distance.
|
||||||
|
vec4 wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
|
||||||
|
{
|
||||||
|
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h, vec4 i, vec4 j, vec4 k, vec4 l)
|
||||||
|
{
|
||||||
|
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + df(i,j) + df(k,l) + 2.0*df(g,h));
|
||||||
|
}
|
||||||
|
|
||||||
|
float c_df(vec3 c1, vec3 c2)
|
||||||
|
{
|
||||||
|
vec3 df = abs(c1 - c2);
|
||||||
|
return df.r + df.g + df.b;
|
||||||
|
}
|
||||||
|
|
||||||
|
#include scale/xbr_lv2_common.glsl
|
||||||
|
|
||||||
|
|
||||||
|
// xBR-level2 upscaler. Level 2 means it detects edges in 2 directions, instead of just 1 in the most basic form of the algorithm.
|
||||||
|
// This improves quality by a good bit without adding too much complexity compared to available level-3 and level-4 algorithms.
|
||||||
|
vec4 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale)
|
||||||
|
{
|
||||||
|
vec4 delta = vec4(1.0/scale, 1.0/scale, 1.0/scale, 1.0/scale);
|
||||||
|
vec4 delta_l = vec4(0.5/scale, 1.0/scale, 0.5/scale, 1.0/scale);
|
||||||
|
vec4 delta_u = delta_l.yxwz;
|
||||||
|
|
||||||
|
vec2 textureDimensions = textureSize(image, 0);
|
||||||
|
|
||||||
|
vec4 edri, edr, edr_l, edr_u, px; // px = pixel, edr = edge detection rule
|
||||||
|
vec4 irlv0, irlv1, irlv2l, irlv2u, block_3d;
|
||||||
|
vec4 fx, fx_l, fx_u; // inequations of straight lines.
|
||||||
|
|
||||||
|
vec2 fp = fract(texCoord*textureDimensions);
|
||||||
|
|
||||||
|
// A1 B1 C1
|
||||||
|
// A0 A B C C4
|
||||||
|
// D0 D E F F4
|
||||||
|
// G0 G H I I4
|
||||||
|
// G5 H5 I5
|
||||||
|
vec4 A1 = texture(image, t.t1.xw );
|
||||||
|
vec4 B1 = texture(image, t.t1.yw );
|
||||||
|
vec4 C1 = texture(image, t.t1.zw );
|
||||||
|
vec4 A = texture(image, t.t2.xw );
|
||||||
|
vec4 B = texture(image, t.t2.yw );
|
||||||
|
vec4 C = texture(image, t.t2.zw );
|
||||||
|
vec4 D = texture(image, t.t3.xw );
|
||||||
|
vec4 E = texture(image, t.t3.yw );
|
||||||
|
vec4 F = texture(image, t.t3.zw );
|
||||||
|
vec4 G = texture(image, t.t4.xw );
|
||||||
|
vec4 H = texture(image, t.t4.yw );
|
||||||
|
vec4 I = texture(image, t.t4.zw );
|
||||||
|
vec4 G5 = texture(image, t.t5.xw );
|
||||||
|
vec4 H5 = texture(image, t.t5.yw );
|
||||||
|
vec4 I5 = texture(image, t.t5.zw );
|
||||||
|
vec4 A0 = texture(image, t.t6.xy );
|
||||||
|
vec4 D0 = texture(image, t.t6.xz );
|
||||||
|
vec4 G0 = texture(image, t.t6.xw );
|
||||||
|
vec4 C4 = texture(image, t.t7.xy );
|
||||||
|
vec4 F4 = texture(image, t.t7.xz );
|
||||||
|
vec4 I4 = texture(image, t.t7.xw );
|
||||||
|
|
||||||
|
vec4 b = vec4(dot(B.xyz ,rgbw), dot(D.xyz ,rgbw), dot(H.xyz ,rgbw), dot(F.xyz ,rgbw));
|
||||||
|
vec4 c = vec4(dot(C.xyz ,rgbw), dot(A.xyz ,rgbw), dot(G.xyz ,rgbw), dot(I.xyz ,rgbw));
|
||||||
|
vec4 d = b.yzwx;
|
||||||
|
vec4 e = vec4(dot(E.xyz,rgbw));
|
||||||
|
vec4 f = b.wxyz;
|
||||||
|
vec4 g = c.zwxy;
|
||||||
|
vec4 h = b.zwxy;
|
||||||
|
vec4 i = c.wxyz;
|
||||||
|
|
||||||
|
vec4 i4, i5, h5, f4;
|
||||||
|
|
||||||
|
float y_weight = XBR_Y_WEIGHT;
|
||||||
|
|
||||||
|
if (small_details < 0.5)
|
||||||
|
{
|
||||||
|
i4 = vec4(dot(I4.xyz,rgbw), dot(C1.xyz,rgbw), dot(A0.xyz,rgbw), dot(G5.xyz,rgbw));
|
||||||
|
i5 = vec4(dot(I5.xyz,rgbw), dot(C4.xyz,rgbw), dot(A1.xyz,rgbw), dot(G0.xyz,rgbw));
|
||||||
|
h5 = vec4(dot(H5.xyz,rgbw), dot(F4.xyz,rgbw), dot(B1.xyz,rgbw), dot(D0.xyz,rgbw));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
i4 = mul( mat4x3(I4.xyz, C1.xyz, A0.xyz, G5.xyz), y_weight * Y );
|
||||||
|
i5 = mul( mat4x3(I5.xyz, C4.xyz, A1.xyz, G0.xyz), y_weight * Y );
|
||||||
|
h5 = mul( mat4x3(H5.xyz, F4.xyz, B1.xyz, D0.xyz), y_weight * Y );
|
||||||
|
}
|
||||||
|
|
||||||
|
// These inequations define the line below which interpolation occurs.
|
||||||
|
fx = (Ao*fp.y+Bo*fp.x);
|
||||||
|
fx_l = (Ax*fp.y+Bx*fp.x);
|
||||||
|
fx_u = (Ay*fp.y+By*fp.x);
|
||||||
|
|
||||||
|
// corner detection
|
||||||
|
irlv1 = irlv0 = diff(e,f) * diff(e,h);
|
||||||
|
#ifdef CORNER_B
|
||||||
|
irlv1 = (irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
|
||||||
|
#endif
|
||||||
|
#ifdef CORNER_D
|
||||||
|
vec4 c1 = i4.yzwx;
|
||||||
|
vec4 g0 = i5.wxyz;
|
||||||
|
irlv1 = (irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) * (diff(f,f4) * diff(f,i) + diff(h,h5) * diff(h,i) + diff(h,g) + diff(f,c) + eq(b,c1) * eq(d,g0)));
|
||||||
|
#endif
|
||||||
|
#ifdef CORNER_C
|
||||||
|
irlv1 = (irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// corner detection in the other direction
|
||||||
|
irlv2l = diff(e,g) * diff(d,g);
|
||||||
|
irlv2u = diff(e,c) * diff(b,c);
|
||||||
|
|
||||||
|
vec4 fx45i = clamp((fx + delta -Co - Ci)/(2.0*delta ), 0.0, 1.0);
|
||||||
|
vec4 fx45 = clamp((fx + delta -Co )/(2.0*delta ), 0.0, 1.0);
|
||||||
|
vec4 fx30 = clamp((fx_l + delta_l -Cx )/(2.0*delta_l), 0.0, 1.0);
|
||||||
|
vec4 fx60 = clamp((fx_u + delta_u -Cy )/(2.0*delta_u), 0.0, 1.0);
|
||||||
|
|
||||||
|
vec4 wd1, wd2;
|
||||||
|
if (small_details < 0.5)
|
||||||
|
{
|
||||||
|
wd1 = wd( e, c, g, i, h5, f4, h, f);
|
||||||
|
wd2 = wd( h, d, i5, f, i4, b, e, i);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
wd1 = weighted_distance( e, c, g, i, f4, h5, h, f, b, d, i4, i5);
|
||||||
|
wd2 = weighted_distance( h, d, i5, f, b, i4, e, i, g, h5, c, f4);
|
||||||
|
}
|
||||||
|
|
||||||
|
edri = step(wd1, wd2) * irlv0;
|
||||||
|
edr = step(wd1 + vec4(0.1, 0.1, 0.1, 0.1), wd2) * step(vec4(0.5, 0.5, 0.5, 0.5), irlv1);
|
||||||
|
edr_l = step( lv2_cf*df(f,g), df(h,c) ) * irlv2l * edr;
|
||||||
|
edr_u = step( lv2_cf*df(h,c), df(f,g) ) * irlv2u * edr;
|
||||||
|
|
||||||
|
fx45 = edr * fx45;
|
||||||
|
fx30 = edr_l * fx30;
|
||||||
|
fx60 = edr_u * fx60;
|
||||||
|
fx45i = edri * fx45i;
|
||||||
|
|
||||||
|
px = step(df(e,f), df(e,h));
|
||||||
|
|
||||||
|
#ifdef SMOOTH_TIPS
|
||||||
|
vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));
|
||||||
|
#endif
|
||||||
|
#ifndef SMOOTH_TIPS
|
||||||
|
vec4 maximos = max(max(fx30, fx60), fx45);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
vec4 res1 = E;
|
||||||
|
res1 = mix(res1, mix(H, F, px.x), maximos.x);
|
||||||
|
res1 = mix(res1, mix(B, D, px.z), maximos.z);
|
||||||
|
|
||||||
|
vec4 res2 = E;
|
||||||
|
res2 = mix(res2, mix(F, B, px.y), maximos.y);
|
||||||
|
res2 = mix(res2, mix(D, H, px.w), maximos.w);
|
||||||
|
|
||||||
|
vec4 res = mix(res1, res2, step(c_df(E.xyz, res1.xyz), c_df(E.xyz, res2.xyz)));
|
||||||
|
|
||||||
|
return res;
|
||||||
|
}
|
||||||
@@ -0,0 +1,54 @@
|
|||||||
|
/*
|
||||||
|
Hyllian's xBR-lv2 Shader
|
||||||
|
|
||||||
|
Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||||
|
THE SOFTWARE.
|
||||||
|
|
||||||
|
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include scale/xbr_lv2_common.glsl
|
||||||
|
|
||||||
|
XBRTable xbr_vert(vec2 texCoord, ivec2 sourceDimensions)
|
||||||
|
{
|
||||||
|
float dx = (1.0/sourceDimensions.x);
|
||||||
|
float dy = (1.0/sourceDimensions.y);
|
||||||
|
|
||||||
|
// Define coordinates to optimize later fetching of adjacent pixels
|
||||||
|
// A1 B1 C1
|
||||||
|
// A0 A B C C4
|
||||||
|
// D0 D E F F4
|
||||||
|
// G0 G H I I4
|
||||||
|
// G5 H5 I5
|
||||||
|
XBRTable tab = XBRTable(
|
||||||
|
texCoord,
|
||||||
|
texCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy), // A1 B1 C1
|
||||||
|
texCoord.xxxy + vec4( -dx, 0, dx, -dy), // A B C
|
||||||
|
texCoord.xxxy + vec4( -dx, 0, dx, 0), // D E F
|
||||||
|
texCoord.xxxy + vec4( -dx, 0, dx, dy), // G H I
|
||||||
|
texCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy), // G5 H5 I5
|
||||||
|
texCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy), // A0 D0 G0
|
||||||
|
texCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy) // C4 F4 I4
|
||||||
|
);
|
||||||
|
|
||||||
|
tab.texCoord.x *= 1.00000001;
|
||||||
|
|
||||||
|
return tab;
|
||||||
|
}
|
||||||
@@ -24,13 +24,27 @@
|
|||||||
*/
|
*/
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
#define SAMPLING_DEFAULT 0
|
||||||
|
#define SAMPLING_MITCHELL 1
|
||||||
|
#define SAMPLING_CATROM 2
|
||||||
|
#define SAMPLING_XBR 3
|
||||||
|
uniform int samplingMode;
|
||||||
|
uniform ivec2 sourceDimensions;
|
||||||
|
uniform ivec2 targetDimensions;
|
||||||
|
|
||||||
|
#include scale/xbr_lv2_vert.glsl
|
||||||
|
|
||||||
layout (location = 0) in vec3 aPos;
|
layout (location = 0) in vec3 aPos;
|
||||||
layout (location = 1) in vec2 aTexCoord;
|
layout (location = 1) in vec2 aTexCoord;
|
||||||
|
|
||||||
out vec2 TexCoord;
|
out vec2 TexCoord;
|
||||||
|
out XBRTable xbrTable;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = vec4(aPos, 1.0);
|
gl_Position = vec4(aPos, 1.0);
|
||||||
TexCoord = aTexCoord;
|
TexCoord = aTexCoord;
|
||||||
|
|
||||||
|
if (samplingMode == SAMPLING_XBR)
|
||||||
|
xbrTable = xbr_vert(TexCoord, sourceDimensions);
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user