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											2024-06-11 17:51:55 +00:00
										 |  |  | //    Hyllian's xBR-lv2-standalone Shader | 
					
						
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							|  |  |  | //    Copyright (C) 2011-2024 Hyllian - sergiogdb@gmail.com | 
					
						
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							|  |  |  | //    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: | 
					
						
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							|  |  |  | //    The above copyright notice and this permission notice shall be included in | 
					
						
							|  |  |  | //    all copies or substantial portions of the Software. | 
					
						
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							|  |  |  | //    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. | 
					
						
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							|  |  |  | /* | 
					
						
							|  |  |  | [configuration] | 
					
						
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							|  |  |  | [OptionRangeFloat] | 
					
						
							|  |  |  | GUIName = COLOR DISTINCTION THRESHOLD | 
					
						
							|  |  |  | OptionName = XBR_EQ_THRESHOLD | 
					
						
							|  |  |  | MinValue = 0.0 | 
					
						
							|  |  |  | MaxValue = 1.0 | 
					
						
							|  |  |  | StepAmount = 0.01 | 
					
						
							|  |  |  | DefaultValue = 0.32 | 
					
						
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							|  |  |  | [OptionRangeFloat] | 
					
						
							|  |  |  | GUIName = SMOOTHNESS THRESHOLD | 
					
						
							|  |  |  | OptionName = XBR_LV2_COEFFICIENT | 
					
						
							|  |  |  | MinValue = 0.0 | 
					
						
							|  |  |  | MaxValue = 1.0 | 
					
						
							|  |  |  | StepAmount = 0.1 | 
					
						
							|  |  |  | DefaultValue = 0.3 | 
					
						
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							|  |  |  | [OptionRangeFloat] | 
					
						
							|  |  |  | GUIName = COLOR BLENDING | 
					
						
							|  |  |  | OptionName = XBR_BLENDING | 
					
						
							|  |  |  | MinValue = 0.0 | 
					
						
							|  |  |  | MaxValue = 1.0 | 
					
						
							|  |  |  | StepAmount = 1.0 | 
					
						
							|  |  |  | DefaultValue = 1.0 | 
					
						
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							|  |  |  | [/configuration] | 
					
						
							|  |  |  | */ | 
					
						
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							|  |  |  | // Uncomment just one of the three params below to choose the corner detection | 
					
						
							|  |  |  | //#define CORNER_A | 
					
						
							|  |  |  | //#define CORNER_B | 
					
						
							|  |  |  | #define CORNER_C | 
					
						
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							|  |  |  | #define lv2_cf (GetOption(XBR_LV2_COEFFICIENT)+2.0) | 
					
						
							|  |  |  | #define P(x,y) (vec2(x,y)*vec2(dx,dy)) | 
					
						
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							|  |  |  | 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); | 
					
						
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							|  |  |  | const vec3 v2f = vec3( 65536, 256, 1); // vec to float encode | 
					
						
							|  |  |  | const vec3 Y = vec3(0.2627, 0.6780, 0.0593); | 
					
						
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							|  |  |  | // Return if A components are less than or equal B ones. | 
					
						
							|  |  |  | vec4 LTE(vec4 A, vec4 B) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return step(A, B); | 
					
						
							|  |  |  | } | 
					
						
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 | 
					
						
							|  |  |  | // Return if A components are less than B ones. | 
					
						
							|  |  |  | vec4 LT(vec4 A, vec4 B) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return vec4(lessThan(A, B)); | 
					
						
							|  |  |  | } | 
					
						
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 | 
					
						
							|  |  |  | // Return logically inverted vector components. BEWARE: Only works with 0.0 or 1.0 components. | 
					
						
							|  |  |  | vec4 NOT(vec4 A) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return (vec4(1.0) - A); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | // Compare two vectors and return their components are different. | 
					
						
							|  |  |  | vec4 diff(vec4 A, vec4 B) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return vec4(notEqual(A, B)); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | float dist(vec3 A, vec3 B) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return dot(abs(A-B), Y); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | // Calculate color distance between two vectors of four pixels | 
					
						
							|  |  |  | vec4 dist4(mat4x3 A, mat4x3 B) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3])); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | // Tests if color components are under a threshold. In this case they are considered 'equal'. | 
					
						
							|  |  |  | vec4 eq(mat4x3 A, mat4x3 B) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return (step(dist4(A, B), vec4(GetOption(XBR_EQ_THRESHOLD)))); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | // Determine if two vector components are NOT equal based on a threshold. | 
					
						
							|  |  |  | vec4 neq(mat4x3 A, mat4x3 B) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B)); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | // Calculate weighted distance among pixels in some directions. | 
					
						
							|  |  |  | vec4 weighted_distance(mat4x3 a, mat4x3 b, mat4x3 c, mat4x3 d, mat4x3 e, mat4x3 f, mat4x3 g, mat4x3 h) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return (dist4(a,b) + dist4(a,c) + dist4(d,e) + dist4(d,f) + 4.0*dist4(g,h)); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void main() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     vec2 texCoord = GetCoordinates(); | 
					
						
							|  |  |  |     vec2 SourceSize = 1.0 / GetInvNativePixelSize(); | 
					
						
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											2024-06-15 14:02:30 +00:00
										 |  |  |     float aa_factor = 2.0* (1.0/GetWindowSize().x) * SourceSize.x; | 
					
						
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											2024-06-11 17:51:55 +00:00
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							|  |  |  |     vec4 edri, edr, edr_l, edr_u, px; // px = pixel, edr = edge detection rule | 
					
						
							|  |  |  |     vec4 irlv0, irlv1, irlv2l, irlv2u; | 
					
						
							|  |  |  |     vec4 fx, fx_l, fx_u; // inequations of straight lines. | 
					
						
							|  |  |  |     vec3 res1, res2; | 
					
						
							|  |  |  |     vec4 fx45i, fx45, fx30, fx60; | 
					
						
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							|  |  |  |     float dx = 1.0/SourceSize.x; | 
					
						
							|  |  |  |     float dy = 1.0/SourceSize.y; | 
					
						
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							|  |  |  |     vec2 loc = texCoord*SourceSize.xy; | 
					
						
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							|  |  |  |     vec2 fp  = fract(loc); | 
					
						
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							|  |  |  |     vec2 tc = (floor(loc)+vec2(0.5,0.5))/SourceSize; | 
					
						
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							|  |  |  |    //    A1 B1 C1 | 
					
						
							|  |  |  |    // A0  A  B  C C4 | 
					
						
							|  |  |  |    // D0  D  E  F F4 | 
					
						
							|  |  |  |    // G0  G  H  I I4 | 
					
						
							|  |  |  |    //    G5 H5 I5 | 
					
						
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							|  |  |  |     vec3 A1 = SampleLocation(tc+P(-1.0,-2.0)).xyz; | 
					
						
							|  |  |  |     vec3 B1 = SampleLocation(tc+P( 0.0,-2.0)).xyz; | 
					
						
							|  |  |  |     vec3 C1 = SampleLocation(tc+P( 1.0,-2.0)).xyz; | 
					
						
							|  |  |  |     vec3 A  = SampleLocation(tc+P(-1.0,-1.0)).xyz; | 
					
						
							|  |  |  |     vec3 B  = SampleLocation(tc+P( 0.0,-1.0)).xyz; | 
					
						
							|  |  |  |     vec3 C  = SampleLocation(tc+P( 1.0,-1.0)).xyz; | 
					
						
							|  |  |  |     vec3 D  = SampleLocation(tc+P(-1.0, 0.0)).xyz; | 
					
						
							|  |  |  |     vec3 E  = SampleLocation(tc+P( 0.0, 0.0)).xyz; | 
					
						
							|  |  |  |     vec3 F  = SampleLocation(tc+P( 1.0, 0.0)).xyz; | 
					
						
							|  |  |  |     vec3 G  = SampleLocation(tc+P(-1.0, 1.0)).xyz; | 
					
						
							|  |  |  |     vec3 H  = SampleLocation(tc+P( 0.0, 1.0)).xyz; | 
					
						
							|  |  |  |     vec3 I  = SampleLocation(tc+P( 1.0, 1.0)).xyz; | 
					
						
							|  |  |  |     vec3 G5 = SampleLocation(tc+P(-1.0, 2.0)).xyz; | 
					
						
							|  |  |  |     vec3 H5 = SampleLocation(tc+P( 0.0, 2.0)).xyz; | 
					
						
							|  |  |  |     vec3 I5 = SampleLocation(tc+P( 1.0, 2.0)).xyz; | 
					
						
							|  |  |  |     vec3 A0 = SampleLocation(tc+P(-2.0,-1.0)).xyz; | 
					
						
							|  |  |  |     vec3 D0 = SampleLocation(tc+P(-2.0, 0.0)).xyz; | 
					
						
							|  |  |  |     vec3 G0 = SampleLocation(tc+P(-2.0,-1.0)).xyz; | 
					
						
							|  |  |  |     vec3 C4 = SampleLocation(tc+P( 2.0,-1.0)).xyz; | 
					
						
							|  |  |  |     vec3 F4 = SampleLocation(tc+P( 2.0, 0.0)).xyz; | 
					
						
							|  |  |  |     vec3 I4 = SampleLocation(tc+P( 2.0, 1.0)).xyz; | 
					
						
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							|  |  |  |     mat4x3 b  = mat4x3(B, D, H, F); | 
					
						
							|  |  |  |     mat4x3 c  = mat4x3(C, A, G, I); | 
					
						
							|  |  |  |     mat4x3 d  = mat4x3(D, H, F, B); | 
					
						
							|  |  |  |     mat4x3 e  = mat4x3(E, E, E, E); | 
					
						
							|  |  |  |     mat4x3 f  = mat4x3(F, B, D, H); | 
					
						
							|  |  |  |     mat4x3 g  = mat4x3(G, I, C, A); | 
					
						
							|  |  |  |     mat4x3 h  = mat4x3(H, F, B, D); | 
					
						
							|  |  |  |     mat4x3 i  = mat4x3(I, C, A, G); | 
					
						
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							|  |  |  |     mat4x3 i4 = mat4x3(I4, C1, A0, G5); | 
					
						
							|  |  |  |     mat4x3 i5 = mat4x3(I5, C4, A1, G0); | 
					
						
							|  |  |  |     mat4x3 h5 = mat4x3(H5, F4, B1, D0); | 
					
						
							|  |  |  |     mat4x3 f4 = mat4x3(F4, B1, D0, H5); | 
					
						
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							|  |  |  |     vec4 b_   = v2f * b; | 
					
						
							|  |  |  |     vec4 c_   = v2f * c; | 
					
						
							|  |  |  |     vec4 d_   = b_.yzwx; | 
					
						
							|  |  |  |     vec4 e_   = v2f * e; | 
					
						
							|  |  |  |     vec4 f_   = b_.wxyz; | 
					
						
							|  |  |  |     vec4 g_   = c_.zwxy; | 
					
						
							|  |  |  |     vec4 h_   = b_.zwxy; | 
					
						
							|  |  |  |     vec4 i_   = c_.wxyz; | 
					
						
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							|  |  |  |     vec4 i4_  = v2f * i4; | 
					
						
							|  |  |  |     vec4 i5_  = v2f * i5; | 
					
						
							|  |  |  |     vec4 h5_  = v2f * h5; | 
					
						
							|  |  |  |     vec4 f4_  = h5_.yzwx; | 
					
						
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							|  |  |  |     // 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 ); | 
					
						
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							|  |  |  |     irlv0 = diff(e_,f_) * diff(e_,h_); | 
					
						
							|  |  |  |     irlv1 = irlv0; | 
					
						
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							|  |  |  | #ifdef CORNER_B | 
					
						
							|  |  |  |     irlv1      = saturate(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_C | 
					
						
							|  |  |  |     irlv1     = saturate(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 | 
					
						
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							|  |  |  |     irlv2l = diff(e_,g_) * diff( d_, g_); | 
					
						
							|  |  |  |     irlv2u = diff(e_,c_) * diff( b_, c_); | 
					
						
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							|  |  |  |     if (GetOption(XBR_BLENDING) == 1.0) { | 
					
						
							|  |  |  |         vec4 delta  = vec4(aa_factor); | 
					
						
							|  |  |  |         vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor; | 
					
						
							|  |  |  |         vec4 deltaU = deltaL.yxwz; | 
					
						
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							|  |  |  |         fx45i = saturate( 0.5 + (fx   - Co - Ci) / delta  ); | 
					
						
							|  |  |  |         fx45  = saturate( 0.5 + (fx   - Co     ) / delta  ); | 
					
						
							|  |  |  |         fx30  = saturate( 0.5 + (fx_l - Cx     ) / deltaL ); | 
					
						
							|  |  |  |         fx60  = saturate( 0.5 + (fx_u - Cy     ) / deltaU ); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     else { | 
					
						
							|  |  |  |         fx45i = LT( Co + Ci, fx   ); | 
					
						
							|  |  |  |         fx45  = LT(      Co, fx   ); | 
					
						
							|  |  |  |         fx30  = LT(      Cx, fx_l ); | 
					
						
							|  |  |  |         fx60  = LT(      Cy, fx_u ); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |         | 
					
						
							|  |  |  |     vec4 wd1 = weighted_distance( e, c,  g, i, h5, f4, h, f); | 
					
						
							|  |  |  |     vec4 wd2 = weighted_distance( h, d, i5, f, i4,  b, e, i); | 
					
						
							|  |  |  | 
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							|  |  |  |     vec4 d_fg = dist4(f, g); | 
					
						
							|  |  |  |     vec4 d_hc = dist4(h, c); | 
					
						
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							|  |  |  |     edri      = LTE(wd1, wd2) * irlv0; | 
					
						
							|  |  |  |     edr       = LT( wd1, wd2) * irlv1 * NOT(edri.yzwx * edri.wxyz); | 
					
						
							|  |  |  |     edr_l     = LTE( lv2_cf * d_fg, d_hc ) * irlv2l * edr * (NOT(edri.yzwx) * eq(e, c)); | 
					
						
							|  |  |  |     edr_u     = LTE( lv2_cf * d_hc, d_fg ) * irlv2u * edr * (NOT(edri.wxyz) * eq(e, g)); | 
					
						
							|  |  |  | 
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							|  |  |  |     fx45i = edri   * fx45i; | 
					
						
							|  |  |  |     fx45  = edr    * fx45; | 
					
						
							|  |  |  |     fx30  = edr_l  * fx30; | 
					
						
							|  |  |  |     fx60  = edr_u  * fx60; | 
					
						
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							|  |  |  |     px = LTE(dist4(e,f), dist4(e,h)); | 
					
						
							|  |  |  | 
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							|  |  |  |     vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i)); | 
					
						
							|  |  |  | 
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							|  |  |  |     res1 = mix(E, mix(H, F, px.x), maximos.x); | 
					
						
							|  |  |  |     res2 = mix(E, mix(B, D, px.z), maximos.z); | 
					
						
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							|  |  |  |     vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2))); | 
					
						
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							|  |  |  |     res1 = mix(E, mix(F, B, px.y), maximos.y); | 
					
						
							|  |  |  |     res2 = mix(E, mix(D, H, px.w), maximos.w); | 
					
						
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							|  |  |  |     vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2))); | 
					
						
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							|  |  |  |     vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b))); | 
					
						
							|  |  |  | 
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							|  |  |  |     SetOutput(vec4(res, 1.0)); | 
					
						
							|  |  |  | } |