// Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader // Copyright (C) 2011-2024 Hyllian - 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. /* [configuration] [OptionRangeFloat] GUIName = Window Sinc Param OptionName = JINC2_WINDOW_SINC MinValue = 0.0 MaxValue = 1.0 StepAmount = 0.01 DefaultValue = 0.50 [OptionRangeFloat] GUIName = Sinc Param OptionName = JINC2_SINC MinValue = 0.0 MaxValue = 1.0 StepAmount = 0.01 DefaultValue = 0.88 [OptionRangeFloat] GUIName = Anti-ringing Strength OptionName = JINC2_AR_STRENGTH MinValue = 0.0 MaxValue = 1.0 StepAmount = 0.1 DefaultValue = 0.5 [/configuration] */ #define halfpi 1.5707963267948966192313216916398 #define pi 3.1415926535897932384626433832795 #define wa (JINC2_WINDOW_SINC*pi) #define wb (JINC2_SINC*pi) // Calculates the distance between two points float d(vec2 pt1, vec2 pt2) { vec2 v = pt2 - pt1; return sqrt(dot(v,v)); } vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d) { return min(a, min(b, min(c, d))); } vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) { return max(a, max(b, max(c, d))); } vec4 resampler(vec4 x) { vec4 res; res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x); res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y); res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z); res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w); return res; } void main() { vec2 SourceSize = 1.0 / GetInvNativePixelSize(); vec2 invSourceSize = 1.0 / SourceSize; vec2 vTexCoord = GetCoordinates(); vec3 color; mat4x4 weights; vec2 dx = vec2(1.0, 0.0); vec2 dy = vec2(0.0, 1.0); vec2 pc = vTexCoord*SourceSize; vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5)); weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy))); weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx ))); weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy))); weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy))); dx = dx * invSourceSize; dy = dy * invSourceSize; tc = tc * invSourceSize; // reading the texels vec3 c00 = SampleLocation(tc -dx -dy).xyz; vec3 c10 = SampleLocation(tc -dy).xyz; vec3 c20 = SampleLocation(tc +dx -dy).xyz; vec3 c30 = SampleLocation(tc+2.0*dx -dy).xyz; vec3 c01 = SampleLocation(tc -dx ).xyz; vec3 c11 = SampleLocation(tc ).xyz; vec3 c21 = SampleLocation(tc +dx ).xyz; vec3 c31 = SampleLocation(tc+2.0*dx ).xyz; vec3 c02 = SampleLocation(tc -dx +dy).xyz; vec3 c12 = SampleLocation(tc +dy).xyz; vec3 c22 = SampleLocation(tc +dx +dy).xyz; vec3 c32 = SampleLocation(tc+2.0*dx +dy).xyz; vec3 c03 = SampleLocation(tc -dx+2.0*dy).xyz; vec3 c13 = SampleLocation(tc +2.0*dy).xyz; vec3 c23 = SampleLocation(tc +dx+2.0*dy).xyz; vec3 c33 = SampleLocation(tc+2.0*dx+2.0*dy).xyz; // Get min/max samples vec3 min_sample = min4(c11, c21, c12, c22); vec3 max_sample = max4(c11, c21, c12, c22); color = mat4x3(c00, c10, c20, c30) * weights[0]; color+= mat4x3(c01, c11, c21, c31) * weights[1]; color+= mat4x3(c02, c12, c22, c32) * weights[2]; color+= mat4x3(c03, c13, c23, c33) * weights[3]; color = color/(dot(weights * vec4(1.0), vec4(1.0))); // Anti-ringing vec3 aux = color; color = clamp(color, min_sample, max_sample); color = mix(aux, color, JINC2_AR_STRENGTH); // final sum and weight normalization SetOutput(vec4(color, 1.0)); }