From 1b39c3cb173539fb35929e3583cdeec332a93ffe Mon Sep 17 00:00:00 2001 From: LunaMoo Date: Thu, 16 Mar 2017 05:15:26 +0100 Subject: [PATCH 1/2] Add Hyllian's xBR-lv2 Shader Accuracy (tweak by guest.r) --- assets/shaders/5xBR-lv2.fsh | 212 ++++++++++++++++++++++++++++++ assets/shaders/defaultshaders.ini | 8 ++ 2 files changed, 220 insertions(+) create mode 100644 assets/shaders/5xBR-lv2.fsh diff --git a/assets/shaders/5xBR-lv2.fsh b/assets/shaders/5xBR-lv2.fsh new file mode 100644 index 0000000000..9f309d0d02 --- /dev/null +++ b/assets/shaders/5xBR-lv2.fsh @@ -0,0 +1,212 @@ +/* + Hyllian's xBR-lv2 Shader Accuracy (tweak by guest.r) + + Copyright (C) 2011-2015 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. +*/ + +#ifdef GL_ES +precision mediump float; +precision mediump int; +#endif + +#define CornerA 0 //ON:1/OFF:0 / A, B, C, D are just different variants of corner rounding +#define CornerB 0 //ON:1/OFF:0 / activate only one +#define CornerD 0 //ON:1/OFF:0 +// CornerC //used as default if none of the above is defined + +const float XBR_SCALE = 3.0; +const float lv2_cf = 2.0; + +const float coef = 2.0; +const vec3 rgbw = vec3(14.352, 28.176, 5.472); +const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0); + +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); + +uniform sampler2D sampler0; +uniform vec2 u_texelDelta; +uniform vec2 u_pixelDelta; +varying vec2 v_texcoord0; + +// 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), 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)); +} + +float c_df(vec3 c1, vec3 c2) { + vec3 df = abs(c1 - c2); + return df.r + df.g + df.b; +} + +void main() { + + 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. + + vec2 pS = 1.0 / u_texelDelta.xy; + vec2 fp = fract(v_texcoord0.xy*pS.xy); + vec2 TexCoord_0 = v_texcoord0.xy-fp*u_pixelDelta.xy; + vec2 dx = vec2(u_texelDelta.x,0.0); + vec2 dy = vec2(0.0,u_texelDelta.y); + vec2 y2 = dy + dy; vec2 x2 = dx + dx; + + vec4 delta = vec4(1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE); + vec4 delta_l = vec4(0.5/XBR_SCALE, 1.0/XBR_SCALE, 0.5/XBR_SCALE, 1.0/XBR_SCALE); + vec4 delta_u = delta_l.yxwz; + + vec3 A = texture2D(sampler0, TexCoord_0 -dx -dy ).xyz; + vec3 B = texture2D(sampler0, TexCoord_0 -dy ).xyz; + vec3 C = texture2D(sampler0, TexCoord_0 +dx -dy ).xyz; + vec3 D = texture2D(sampler0, TexCoord_0 -dx ).xyz; + vec3 E = texture2D(sampler0, TexCoord_0 ).xyz; + vec3 F = texture2D(sampler0, TexCoord_0 +dx ).xyz; + vec3 G = texture2D(sampler0, TexCoord_0 -dx +dy ).xyz; + vec3 H = texture2D(sampler0, TexCoord_0 +dy ).xyz; + vec3 I = texture2D(sampler0, TexCoord_0 +dx +dy ).xyz; + vec3 A1 = texture2D(sampler0, TexCoord_0 -dx -y2).xyz; + vec3 C1 = texture2D(sampler0, TexCoord_0 +dx -y2).xyz; + vec3 A0 = texture2D(sampler0, TexCoord_0 -x2 -dy).xyz; + vec3 G0 = texture2D(sampler0, TexCoord_0 -x2 +dy).xyz; + vec3 C4 = texture2D(sampler0, TexCoord_0 +x2 -dy).xyz; + vec3 I4 = texture2D(sampler0, TexCoord_0 +x2 +dy).xyz; + vec3 G5 = texture2D(sampler0, TexCoord_0 -dx +y2).xyz; + vec3 I5 = texture2D(sampler0, TexCoord_0 +dx +y2).xyz; + vec3 B1 = texture2D(sampler0, TexCoord_0 -y2).xyz; + vec3 D0 = texture2D(sampler0, TexCoord_0 -x2 ).xyz; + vec3 H5 = texture2D(sampler0, TexCoord_0 +y2).xyz; + vec3 F4 = texture2D(sampler0, TexCoord_0 +x2 ).xyz; + + vec4 b = vec4(dot(B ,rgbw), dot(D ,rgbw), dot(H ,rgbw), dot(F ,rgbw)); + vec4 c = vec4(dot(C ,rgbw), dot(A ,rgbw), dot(G ,rgbw), dot(I ,rgbw)); + vec4 d = b.yzwx; + vec4 e = vec4(dot(E,rgbw)); + vec4 f = b.wxyz; + vec4 g = c.zwxy; + vec4 h = b.zwxy; + vec4 i = c.wxyz; + vec4 i4 = vec4(dot(I4,rgbw), dot(C1,rgbw), dot(A0,rgbw), dot(G5,rgbw)); + vec4 i5 = vec4(dot(I5,rgbw), dot(C4,rgbw), dot(A1,rgbw), dot(G0,rgbw)); + vec4 h5 = vec4(dot(H5,rgbw), dot(F4,rgbw), dot(B1,rgbw), dot(D0,rgbw)); + vec4 f4 = h5.yzwx; + + // 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); + irlv1 = irlv0 = diff(e,f) * diff(e,h); +#if(CornerA==0) // A takes priority skipping other corners + #define SMOOTH_TIPS + // Corner C also default if no other ones used + 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)) ); + int select1 = 0; +#if(CornerB==1) // 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) ) ); + select1 = 1; +#endif +#if(CornerD==1) // Corner D + if (select1==0) { + 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 +#endif + 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 w1, w2; + + w1.x = dot(abs(E-C),rgbw) + dot(abs(E-G),rgbw) + dot(abs(I-H5),rgbw) + dot(abs(I-F4),rgbw) + 4.0*dot(abs(H-F),rgbw); + w1.y = dot(abs(E-A),rgbw) + dot(abs(E-I),rgbw) + dot(abs(C-F4),rgbw) + dot(abs(C-B1),rgbw) + 4.0*dot(abs(F-B),rgbw); + w1.z = dot(abs(E-G),rgbw) + dot(abs(E-C),rgbw) + dot(abs(A-B1),rgbw) + dot(abs(A-D0),rgbw) + 4.0*dot(abs(B-D),rgbw); + w1.w = dot(abs(E-I),rgbw) + dot(abs(E-A),rgbw) + dot(abs(G-D0),rgbw) + dot(abs(G-H5),rgbw) + 4.0*dot(abs(D-H),rgbw); + w2.x = dot(abs(H-D),rgbw) + dot(abs(H-I5),rgbw) + dot(abs(F-I4),rgbw) + dot(abs(F-B),rgbw) + 4.0*dot(abs(E-I),rgbw); + w2.y = dot(abs(F-H),rgbw) + dot(abs(F-C4),rgbw) + dot(abs(B-C1),rgbw) + dot(abs(B-D),rgbw) + 4.0*dot(abs(E-C),rgbw); + w2.z = dot(abs(B-F),rgbw) + dot(abs(B-A1),rgbw) + dot(abs(D-A0),rgbw) + dot(abs(D-H),rgbw) + 4.0*dot(abs(E-A),rgbw); + w2.w = dot(abs(D-B),rgbw) + dot(abs(D-G0),rgbw) + dot(abs(H-G5),rgbw) + dot(abs(H-F),rgbw) + 4.0*dot(abs(E-G),rgbw); + + edri = step(w1, w2) * irlv0; + edr = step(w1 + vec4(0.1, 0.1, 0.1, 0.1), w2) * step(vec4(0.5, 0.5, 0.5, 0.5), irlv1); + + w1.x = dot(abs(F-G),rgbw); w1.y = dot(abs(B-I),rgbw); w1.z = dot(abs(D-C),rgbw); w1.w = dot(abs(H-A),rgbw); + w2.x = dot(abs(H-C),rgbw); w2.y = dot(abs(F-A),rgbw); w2.z = dot(abs(B-G),rgbw); w2.w = dot(abs(D-I),rgbw); + + edr_l = step( lv2_cf*w1, w2 ) * irlv2l * edr; + edr_u = step( lv2_cf*w2, w1 ) * irlv2u * edr; + + fx45 = edr * fx45; + fx30 = edr_l * fx30; + fx60 = edr_u * fx60; + fx45i = edri * fx45i; + + w1.x = dot(abs(E-F),rgbw); w1.y = dot(abs(E-B),rgbw); w1.z = dot(abs(E-D),rgbw); w1.w = dot(abs(E-H),rgbw); + w2.x = dot(abs(E-H),rgbw); w2.y = dot(abs(E-F),rgbw); w2.z = dot(abs(E-B),rgbw); w2.w = dot(abs(E-D),rgbw); + + px = step(w1, w2); +#ifdef SMOOTH_TIPS + vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i)); +#else + vec4 maximos = max(max(fx30, fx60), fx45); +#endif + vec3 res1 = E; + res1 = mix(res1, mix(H, F, px.x), maximos.x); + res1 = mix(res1, mix(B, D, px.z), maximos.z); + + vec3 res2 = E; + res2 = mix(res2, mix(F, B, px.y), maximos.y); + res2 = mix(res2, mix(D, H, px.w), maximos.w); + + vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2))); + + gl_FragColor.xyz = res; + gl_FragColor.a = 1.0; +} diff --git a/assets/shaders/defaultshaders.ini b/assets/shaders/defaultshaders.ini index 2d8e7bd735..e2a46b8e4c 100644 --- a/assets/shaders/defaultshaders.ini +++ b/assets/shaders/defaultshaders.ini @@ -65,7 +65,15 @@ RequiresIntSupport=True Upscaling=True [5xBR] Name=5xBR Upscaler +Author=Hyllian Fragment=5xBR.fsh Vertex=5xBR.vsh OutputResolution=True Upscaling=True +[5xBR-lv2] +Name=5xBR lv2 Upscaler +Author=Hyllian (tweak by guest.r) +Fragment=5xBR-lv2.fsh +Vertex=5xBR.vsh +OutputResolution=True +Upscaling=True \ No newline at end of file From f71759020d0a7eb0395b006189bffde533598b6b Mon Sep 17 00:00:00 2001 From: LunaMoo Date: Thu, 16 Mar 2017 13:46:43 +0100 Subject: [PATCH 2/2] Skip 5xBR based upscaling if output < (1.6 * input) --- assets/shaders/5xBR-lv2.fsh | 10 ++++++++-- assets/shaders/5xBR.fsh | 17 ++++++++++++----- 2 files changed, 20 insertions(+), 7 deletions(-) diff --git a/assets/shaders/5xBR-lv2.fsh b/assets/shaders/5xBR-lv2.fsh index 9f309d0d02..7bf44940b7 100644 --- a/assets/shaders/5xBR-lv2.fsh +++ b/assets/shaders/5xBR-lv2.fsh @@ -84,6 +84,12 @@ float c_df(vec3 c1, vec3 c2) { void main() { + bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x); + vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz; + + // Let's skip the whole scaling if output size smaller than 1.6x of input size + if (upscale) { + 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. @@ -205,8 +211,8 @@ void main() { res2 = mix(res2, mix(F, B, px.y), maximos.y); res2 = mix(res2, mix(D, H, px.w), maximos.w); - vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2))); - + res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2))); + } gl_FragColor.xyz = res; gl_FragColor.a = 1.0; } diff --git a/assets/shaders/5xBR.fsh b/assets/shaders/5xBR.fsh index a92d71c912..7d1be4a3e1 100644 --- a/assets/shaders/5xBR.fsh +++ b/assets/shaders/5xBR.fsh @@ -52,18 +52,25 @@ vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, v void main(){ + + bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x); + vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz; + + // Let's skip the whole scaling if output size smaller than 1.6x of input size + if (upscale) { + bvec4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up; bvec4 nc; // new_color bvec4 fx, fx_left, fx_up; // inequations of straight lines. - + vec2 pS = 1.0 / u_texelDelta.xy; vec2 fp = fract(v_texcoord0.xy*pS.xy); vec2 TexCoord_0 = v_texcoord0.xy-fp*u_pixelDelta.xy; vec2 dx = vec2(u_texelDelta.x,0.0); vec2 dy = vec2(0.0,u_texelDelta.y); vec2 y2 = dy + dy; vec2 x2 = dx + dx; - + vec3 A = texture2D(sampler0, TexCoord_0 -dx -dy ).xyz; vec3 B = texture2D(sampler0, TexCoord_0 -dy ).xyz; vec3 C = texture2D(sampler0, TexCoord_0 +dx -dy ).xyz; @@ -111,7 +118,7 @@ void main(){ edr = bvec4(vec4(lessThan(weighted_distance( e, c, g, i, h5, f4, h, f), weighted_distance( h, d, i5, f, i4, b, e, i)))*vec4(interp_restriction_lv1)); edr_left = bvec4(vec4(lessThanEqual(coef*df(f,g),df(h,c)))*vec4(interp_restriction_lv2_left)); edr_up = bvec4(vec4(greaterThanEqual(df(f,g),coef*df(h,c)))*vec4(interp_restriction_lv2_up)); - + nc.x = ( edr.x && (fx.x || edr_left.x && fx_left.x || edr_up.x && fx_up.x) ); nc.y = ( edr.y && (fx.y || edr_left.y && fx_left.y || edr_up.y && fx_up.y) ); nc.z = ( edr.z && (fx.z || edr_left.z && fx_left.z || edr_up.z && fx_up.z) ); @@ -119,8 +126,8 @@ void main(){ px = lessThanEqual(df(e,f),df(e,h)); - vec3 res = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E; - + res = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E; + } gl_FragColor.rgb = res; gl_FragColor.a = 1.0; }