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Add 2x_xbr
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frangarcj committed Oct 6, 2016
1 parent 92a717d commit 6539ac7
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196 changes: 196 additions & 0 deletions shaders/xbr_2x_f.cg
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/* COMPATIBILITY
- HLSL compilers
- Cg compilers
*/


/*
Hyllian's 2xBR v3.8d (squared) Shader

Copyright (C) 2011/2013 Hyllian/Jararaca - sergiogdb@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.


Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
*/

const static float coef = 2.0;
const static float4 eq_threshold = float4(15.0, 15.0, 15.0, 15.0);
const static float y_weight = 48.0;
const static float u_weight = 7.0;
const static float v_weight = 6.0;
const static float3x3 yuv = float3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const static float3x3 yuv_weighted = float3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
const static float scale = 2.0;
const static float4 delta = float4(1.0/scale, 1.0/scale, 1.0/scale, 1.0/scale);
const static float4 deltaL = float4(0.5/scale, 1.0/scale, 0.5/scale, 1.0/scale);
const static float4 deltaU = deltaL.yxwz;

float4 df(float4 A, float4 B)
{
return float4(abs(A-B));
}

float c_df(float3 c1, float3 c2) {
float3 rdf = abs(c1 - c2);
return rdf.r + rdf.g + rdf.b;
}




bool4 eq(float4 A, float4 B)
{
return (df(A, B) < eq_threshold);
}

float4 weighted_distance(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}




struct out_vertex {
float4 position : POSITION;
float2 texCoord : TEXCOORD0;
float4 t1 : TEXCOORD1;
float4 t2 : TEXCOORD2;
float4 t3 : TEXCOORD3;
float4 t4 : TEXCOORD4;
float4 t5 : TEXCOORD5;
float4 t6 : TEXCOORD6;
float4 t7 : TEXCOORD7;
};



/* FRAGMENT SHADER */
float4 main(in out_vertex VAR, in uniform float2 texture_size, uniform sampler2D decal : TEXUNIT0) : COLOR
{
bool4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
bool4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
float4 fx, fx_left, fx_up, final_fx; // inequations of straight lines.
float3 res1, res2, pix1, pix2;

float2 fp = frac(VAR.texCoord*texture_size);

float3 A1 = tex2D(decal, VAR.t1.xw).rgb;
float3 B1 = tex2D(decal, VAR.t1.yw).rgb;
float3 C1 = tex2D(decal, VAR.t1.zw).rgb;

float3 A = tex2D(decal, VAR.t2.xw).rgb;
float3 B = tex2D(decal, VAR.t2.yw).rgb;
float3 C = tex2D(decal, VAR.t2.zw).rgb;

float3 D = tex2D(decal, VAR.t3.xw).rgb;
float3 E = tex2D(decal, VAR.t3.yw).rgb;
float3 F = tex2D(decal, VAR.t3.zw).rgb;

float3 G = tex2D(decal, VAR.t4.xw).rgb;
float3 H = tex2D(decal, VAR.t4.yw).rgb;
float3 I = tex2D(decal, VAR.t4.zw).rgb;

float3 G5 = tex2D(decal, VAR.t5.xw).rgb;
float3 H5 = tex2D(decal, VAR.t5.yw).rgb;
float3 I5 = tex2D(decal, VAR.t5.zw).rgb;

float3 A0 = tex2D(decal, VAR.t6.xy).rgb;
float3 D0 = tex2D(decal, VAR.t6.xz).rgb;
float3 G0 = tex2D(decal, VAR.t6.xw).rgb;

float3 C4 = tex2D(decal, VAR.t7.xy).rgb;
float3 F4 = tex2D(decal, VAR.t7.xz).rgb;
float3 I4 = tex2D(decal, VAR.t7.xw).rgb;

float4 b = mul( float4x3(B, D, H, F), yuv_weighted[0] );
float4 c = mul( float4x3(C, A, G, I), yuv_weighted[0] );
float4 e = mul( float4x3(E, E, E, E), yuv_weighted[0] );
float4 d = b.yzwx;
float4 f = b.wxyz;
float4 g = c.zwxy;
float4 h = b.zwxy;
float4 i = c.wxyz;

float4 i4 = mul( float4x3(I4, C1, A0, G5), yuv_weighted[0] );
float4 i5 = mul( float4x3(I5, C4, A1, G0), yuv_weighted[0] );
float4 h5 = mul( float4x3(H5, F4, B1, D0), yuv_weighted[0] );
float4 f4 = h5.yzwx;

float4 c1 = i4.yzwx;
float4 g0 = i5.wxyz;

float4 Ao = float4( 1.0, -1.0, -1.0, 1.0 );
float4 Bo = float4( 1.0, 1.0, -1.0,-1.0 );
float4 Co = float4( 1.5, 0.5, -0.5, 0.5 );
float4 Ax = float4( 1.0, -1.0, -1.0, 1.0 );
float4 Bx = float4( 0.5, 2.0, -0.5,-2.0 );
float4 Cx = float4( 1.0, 1.0, -0.5, 0.0 );
float4 Ay = float4( 1.0, -1.0, -1.0, 1.0 );
float4 By = float4( 2.0, 0.5, -2.0,-0.5 );
float4 Cy = float4( 2.0, 0.0, -1.0, 0.5 );

// These inequations define the line below which interpolation occurs.
fx = (Ao*fp.y+Bo*fp.x);
fx_left = (Ax*fp.y+Bx*fp.x);
fx_up = (Ay*fp.y+By*fp.x);

interp_restriction_lv1 = ((e!=f) && (e!=h) && ( !eq(f,b) && !eq(h,d) || eq(e,i) && !eq(f,i4) && !eq(h,i5) || eq(e,g) || eq(e,c) ) && (f!=f4 && f!=i || h!=h5 && h!=i || h!=g || f!=c || eq(b,c1) && eq(d,g0)));
interp_restriction_lv2_left = ((e!=g) && (d!=g));
interp_restriction_lv2_up = ((e!=c) && (b!=c));

float4 fx45 = saturate((fx + delta -Co)/(2*delta ));
float4 fx30 = saturate((fx_left + deltaL -Cx)/(2*deltaL));
float4 fx60 = saturate((fx_up + deltaU -Cy)/(2*deltaU));

// float4 fx45 = max(0, min(1, (fx + delta -Co)/(2*delta)));
// float4 fx30 = max(0, min(1, (fx_left + delta -Cx)/(2*delta)));
// float4 fx60 = max(0, min(1, (fx_up + delta -Cy)/(2*delta)));

// float4 fx45 = smoothstep(Co - delta, Co + delta, fx);
// float4 fx30 = smoothstep(Cx - delta, Cx + delta, fx_left);
// float4 fx60 = smoothstep(Cy - delta, Cy + delta, fx_up);


edr = (weighted_distance( e, c, g, i, h5, f4, h, f) < weighted_distance( h, d, i5, f, i4, b, e, i)) && interp_restriction_lv1;
edr_left = ((coef*df(f,g)) <= df(h,c)) && interp_restriction_lv2_left && edr;
edr_up = (df(f,g) >= (coef*df(h,c))) && interp_restriction_lv2_up && edr;


fx45 = edr*fx45;
fx30 = edr_left*fx30;
fx60 = edr_up*fx60;

px = (df(e,f) <= df(e,h));

float4 maximo = max(max(fx30, fx60), fx45);

float4x3 pix = float4x3(lerp(E, lerp(H, F, px.x), maximo.x), lerp(E, lerp(F, B, px.y), maximo.y), lerp(E, lerp(B, D, px.z), maximo.z), lerp(E, lerp(D, H, px.w), maximo.w));
float4 pixel = mul( pix, yuv_weighted[0] );


float4 diff = df(pixel,e);

float3 res = pix[0];
float mx = diff.x;

if (diff.y > mx) {res = pix[1]; mx = diff.y;}
if (diff.z > mx) {res = pix[2]; mx = diff.z;}
if (diff.w > mx) {res = pix[3];}

return float4(res, 1.0);
}
113 changes: 113 additions & 0 deletions shaders/xbr_2x_v.cg
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/* COMPATIBILITY
- HLSL compilers
- Cg compilers
*/


/*
Hyllian's 2xBR v3.8d (squared) Shader

Copyright (C) 2011/2013 Hyllian/Jararaca - sergiogdb@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.


Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
*/

const static float coef = 2.0;
const static float4 eq_threshold = float4(15.0, 15.0, 15.0, 15.0);
const static float y_weight = 48.0;
const static float u_weight = 7.0;
const static float v_weight = 6.0;
const static float3x3 yuv = float3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const static float3x3 yuv_weighted = float3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
const static float scale = 2.0;
const static float4 delta = float4(1.0/scale, 1.0/scale, 1.0/scale, 1.0/scale);
const static float4 deltaL = float4(0.5/scale, 1.0/scale, 0.5/scale, 1.0/scale);
const static float4 deltaU = deltaL.yxwz;

float4 df(float4 A, float4 B)
{
return float4(abs(A-B));
}

float c_df(float3 c1, float3 c2) {
float3 resdf = abs(c1 - c2);
return resdf.r + resdf.g + resdf.b;
}




bool4 eq(float4 A, float4 B)
{
return (df(A, B) < eq_threshold);
}

float4 weighted_distance(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}




struct out_vertex {
float4 position : POSITION;
float2 texCoord : TEXCOORD0;
float4 t1 : TEXCOORD1;
float4 t2 : TEXCOORD2;
float4 t3 : TEXCOORD3;
float4 t4 : TEXCOORD4;
float4 t5 : TEXCOORD5;
float4 t6 : TEXCOORD6;
float4 t7 : TEXCOORD7;
};

/* VERTEX_SHADER */
void main
(
float3 aPosition,
float2 aTexcoord,
uniform float4x4 wvp,
uniform float2 texture_size,
out out_vertex OUT
)
{

OUT.position = mul(float4(aPosition, 1.0), wvp);

float2 ps = float2(1.0/texture_size.x, 1.0/texture_size.y);
float dx = ps.x;
float dy = ps.y;

// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5

OUT.texCoord = aTexcoord;
OUT.t1 = aTexcoord.xxxy + float4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
OUT.t2 = aTexcoord.xxxy + float4( -dx, 0, dx, -dy); // A B C
OUT.t3 = aTexcoord.xxxy + float4( -dx, 0, dx, 0); // D E F
OUT.t4 = aTexcoord.xxxy + float4( -dx, 0, dx, dy); // G H I
OUT.t5 = aTexcoord.xxxy + float4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
OUT.t6 = aTexcoord.xyyy + float4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
OUT.t7 = aTexcoord.xyyy + float4( 2.0*dx,-dy, 0, dy); // C4 F4 I4


}

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