slang-shaders/edge-smoothing/xbr
fishcu 259ff81f4b
Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469)
* Move initial batch of shaders and presets to smoothing subdirectory

* Rename smoothing to edge enhancement

* Move cubic and windowed into interpolation

* Fix some presets

* Fix rest of presets

* Rename edge-enhancement to edge-smoothing

* Move pixel art scalers into separate directory separate from 'interpolation'

* Flatten interpolation/cubic into interpolation/
2023-08-12 18:09:28 -05:00
..
other presets Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469) 2023-08-12 18:09:28 -05:00
shaders Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469) 2023-08-12 18:09:28 -05:00
README.md Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469) 2023-08-12 18:09:28 -05:00
super-xbr-fast.slangp Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469) 2023-08-12 18:09:28 -05:00
super-xbr.slangp Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469) 2023-08-12 18:09:28 -05:00
xbr-lv2-sharp.slangp Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469) 2023-08-12 18:09:28 -05:00
xbr-lv2.slangp Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469) 2023-08-12 18:09:28 -05:00
xbr-lv3-sharp.slangp Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469) 2023-08-12 18:09:28 -05:00
xbr-lv3.slangp Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469) 2023-08-12 18:09:28 -05:00

xBR Shaders

These shaders uses the xBR algorithm to scale. xBR (scale by rules) works by detecting edges and interpolating pixels along them. It has some empyrical rules developed to detect the edges in many directions. There are many versions implemented and they differs basically by the number of directions considered and the way interpolations are done.

xbr-lvl2.cg

It can detect four edge directions, which shows as better rounded objects on screen. The interpolation blends pixel colors, so that the final image is smoother than the noblend versions. It works well in any integer scale factor.

Recommended sampling: Point Recommended scale factors: Integer multiples

xbr-lvl2-sharp.cg

It can detect four edge directions, which shows as better rounded objects on screen. The interpolation blends pixel colors, so that the final image is smooth. This is a sharper version than the standard. It works well in any integer scale factor.

Recommended sampling: Point Recommended scale factors: Integer multiples

xbr-lvl3.cg

It can detect six edge directions, which shows as even better rounded objects on screen than the lvl2. The interpolation blends pixel colors, so that the final image is smooth. It works well in any integer scale factor.

Recommended sampling: Point Recommended scale factors: Integer multiples

xbr-lvl3-sharp.cg

It can detect six edge directions, which shows as even better rounded objects on screen than the lvl2. The interpolation blends pixel colors, so that the final image is smooth. This is a sharper version than the standard. It works well in any integer scale factor.

Recommended sampling: Point Recommended scale factors: Integer multiples

super-xbr.cg

Super-xBR uses parts of the xBR algorithm and combines with other linear interpolation ones. It is intended for games with smooth color gradients. Compared to the hybrid ones, Super-xBR provides a much better image, without discontinuities.

Recommended sampling: Point Recommended scale factors: Integer multiples

super-xbr-fast.cg

It's a faster version of Super-xBR.

Recommended sampling: Point Recommended scale factors: Integer multiples

Other Presets folder

This folder contains other presets for historical purposes.