// MIT License // // Copyright (c) 2020 BreadFish64 // // 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. // Adapted from https://github.com/BreadFish64/ScaleFish/tree/master/scaleforce #version 460 #extension GL_AMD_gpu_shader_half_float : enable #extension GL_NV_gpu_shader5 : enable #ifdef VULKAN #define BINDING_COLOR_TEXTURE 1 #else // ^^^ Vulkan ^^^ // vvv OpenGL vvv #define BINDING_COLOR_TEXTURE 0 #endif layout (location = 0) in vec2 tex_coord; layout (location = 0) out vec4 frag_color; layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture; const bool ignore_alpha = true; float16_t ColorDist1(f16vec4 a, f16vec4 b) { // https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion const f16vec3 K = f16vec3(0.2627, 0.6780, 0.0593); const float16_t scaleB = float16_t(0.5) / (float16_t(1.0) - K.b); const float16_t scaleR = float16_t(0.5) / (float16_t(1.0) - K.r); f16vec4 diff = a - b; float16_t Y = dot(diff.rgb, K); float16_t Cb = scaleB * (diff.b - Y); float16_t Cr = scaleR * (diff.r - Y); f16vec3 YCbCr = f16vec3(Y, Cb, Cr); float16_t d = length(YCbCr); if (ignore_alpha) { return d; } return sqrt(a.a * b.a * d * d + diff.a * diff.a); } f16vec4 ColorDist(f16vec4 ref, f16vec4 A, f16vec4 B, f16vec4 C, f16vec4 D) { return f16vec4( ColorDist1(ref, A), ColorDist1(ref, B), ColorDist1(ref, C), ColorDist1(ref, D) ); } vec4 Scaleforce(sampler2D tex, vec2 tex_coord) { f16vec4 bl = f16vec4(textureOffset(tex, tex_coord, ivec2(-1, -1))); f16vec4 bc = f16vec4(textureOffset(tex, tex_coord, ivec2(0, -1))); f16vec4 br = f16vec4(textureOffset(tex, tex_coord, ivec2(1, -1))); f16vec4 cl = f16vec4(textureOffset(tex, tex_coord, ivec2(-1, 0))); f16vec4 cc = f16vec4(texture(tex, tex_coord)); f16vec4 cr = f16vec4(textureOffset(tex, tex_coord, ivec2(1, 0))); f16vec4 tl = f16vec4(textureOffset(tex, tex_coord, ivec2(-1, 1))); f16vec4 tc = f16vec4(textureOffset(tex, tex_coord, ivec2(0, 1))); f16vec4 tr = f16vec4(textureOffset(tex, tex_coord, ivec2(1, 1))); f16vec4 offset_tl = ColorDist(cc, tl, tc, tr, cr); f16vec4 offset_br = ColorDist(cc, br, bc, bl, cl); // Calculate how different cc is from the texels around it const float16_t plus_weight = float16_t(1.5); const float16_t cross_weight = float16_t(1.5); float16_t total_dist = dot(offset_tl + offset_br, f16vec4(cross_weight, plus_weight, cross_weight, plus_weight)); if (total_dist == float16_t(0.0)) { return cc; } else { // Add together all the distances with direction taken into account f16vec4 tmp = offset_tl - offset_br; f16vec2 total_offset = tmp.wy * plus_weight + (tmp.zz + f16vec2(-tmp.x, tmp.x)) * cross_weight; // When the image has thin points, they tend to split apart. // This is because the texels all around are different and total_offset reaches into clear areas. // This works pretty well to keep the offset in bounds for these cases. float16_t clamp_val = length(total_offset) / total_dist; f16vec2 final_offset = clamp(total_offset, -clamp_val, clamp_val) / f16vec2(textureSize(tex, 0)); return texture(tex, tex_coord - final_offset); } } void main() { frag_color = Scaleforce(input_texture, tex_coord); }