diff --git a/Filters/Bicubic (4 taps)/output.glsl b/Filters/Bicubic (4 taps)/output.glsl new file mode 100644 index 00000000..59ecbc54 --- /dev/null +++ b/Filters/Bicubic (4 taps)/output.glsl @@ -0,0 +1,48 @@ + +#version 420 + +in vec2 passUV; +layout(binding=0) uniform sampler2D textureSrc; +uniform vec2 textureSrcResolution; +layout(location = 0) out vec4 colorOut0; + +vec4 cubic(float x) +{ + float x2 = x * x; + float x3 = x2 * x; + vec4 w; + w.x = -x3 + 3 * x2 - 3 * x + 1; + w.y = 3 * x3 - 6 * x2 + 4; + w.z = -3 * x3 + 3 * x2 + 3 * x + 1; + w.w = x3; + return w / 6.0; +} + +vec4 bcFilter(vec2 texcoord, vec2 texscale) +{ + vec2 tc = floor( texcoord - 0.5 ) + 0.5; + vec2 f = texcoord - tc; + + vec4 xcubic = cubic(f.x); + vec4 ycubic = cubic(f.y); + + vec4 c = vec4(tc.x - 1.0, tc.x + 1.0, tc.y - 1.0, tc.y + 1.0); + vec4 s = vec4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w); + vec4 offset = c + vec4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s; + + vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texscale); + vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texscale); + vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texscale); + vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texscale); + + float sx = s.x / (s.x + s.y); + float sy = s.z / (s.z + s.w); + + return mix( + mix(sample3, sample2, sx), + mix(sample1, sample0, sx), sy); +} + +void main(){ + colorOut0 = vec4(bcFilter(passUV*textureSrcResolution, vec2(1.0,1.0)/textureSrcResolution).rgb,1.0); +} diff --git a/Filters/Bicubic (4 taps)/rules.txt b/Filters/Bicubic (4 taps)/rules.txt new file mode 100644 index 00000000..0a42ff77 --- /dev/null +++ b/Filters/Bicubic (4 taps)/rules.txt @@ -0,0 +1,10 @@ +[Definition] +name = Optimized Bicubic B-spline resampler +titleIds = +path = "Filters/Bicubic (4 taps)" +description = Cemu's Bicubic. Because it's B-spline so it was optimized down to 4 taps. +version = 3 + +[OutputShader] +upscaleMagFilter = Linear +downscaleMagFilter = Linear diff --git a/Filters/Bicubic/output.glsl b/Filters/Bicubic/output.glsl new file mode 100644 index 00000000..23a4574a --- /dev/null +++ b/Filters/Bicubic/output.glsl @@ -0,0 +1,97 @@ +// https://github.com/obsproject/obs-studio/blob/master/libobs/data/bicubic_scale.effect // added customizable polynomials back + +#version 420 + +in vec2 passUV; +layout(binding=0) uniform sampler2D textureSrc; +uniform vec2 textureSrcResolution; +layout(location = 0) out vec4 colorOut0; + +float weight(float x) +{ + float ax = abs(x); + + const float B = $b; + const float C = $c; + + if (ax < 2.0) { + float x_squared = x * x; + if (ax < 1.0) { + return (x_squared * + ((12.0 - 9.0 * B - 6.0 * C) * ax + + (-18.0 + 12.0 * B + 6.0 * C)) + + (6.0 - 2.0 * B)) + / 6.0; + } + + return (x_squared * + ((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) + + (-12.0 * B - 48.0 * C) * ax + + (8.0 * B + 24.0 * C)) + / 6.0; + } + + return 0.0; +} + +vec4 weight4(float x) +{ + return vec4( + weight(x - 2.0), + weight(x - 1.0), + weight(x), + weight(x + 1.0)); +} + +vec4 DrawBicubic(vec2 f_in) +{ + vec2 stepxy = 1.0/textureSrcResolution; + vec2 pos = f_in.st + stepxy * 0.5; + vec2 f = fract(pos * textureSrcResolution); + + vec4 rowtaps = weight4(1.0 - f.x); + vec4 coltaps = weight4(1.0 - f.y); + + vec2 uv0 = (-1.5 - f) * stepxy + pos; + vec2 uv1 = uv0 + stepxy; + vec2 uv2 = uv1 + stepxy; + vec2 uv3 = uv2 + stepxy; + + float u_weight_sum = rowtaps.y + rowtaps.z; + float u_middle_offset = rowtaps.z * stepxy.x / u_weight_sum; + float u_middle = uv1.x + u_middle_offset; + + float v_weight_sum = coltaps.y + coltaps.z; + float v_middle_offset = coltaps.z * stepxy.y / v_weight_sum; + float v_middle = uv1.y + v_middle_offset; + + // wrap doesn't apply to texelFetch + // clamp +// ivec2 coord_top_left = ivec2(max(uv0 * textureSrcResolution, 0.5)); +// ivec2 coord_bottom_right = ivec2(min(uv3 * textureSrcResolution, textureSrcResolution - 0.5)); + // mirror + ivec2 coord_top_left = ivec2(abs(uv0 * textureSrcResolution)); + ivec2 coord_bottom_right = ivec2(textureSrcResolution - abs(uv3 * textureSrcResolution - textureSrcResolution)); + + vec4 top = texelFetch(textureSrc, ivec2(coord_top_left), 0) * rowtaps.x; + top += texture(textureSrc, vec2(u_middle, uv0.y)) * u_weight_sum; + top += texelFetch(textureSrc, ivec2(coord_bottom_right.x, coord_top_left.y), 0) * rowtaps.w; + vec4 total = top * coltaps.x; + + vec4 middle = texture(textureSrc, vec2(uv0.x, v_middle)) * rowtaps.x; + middle += texture(textureSrc, vec2(u_middle, v_middle)) * u_weight_sum; + middle += texture(textureSrc, vec2(uv3.x, v_middle)) * rowtaps.w; + total += middle * v_weight_sum; + + vec4 bottom = texelFetch(textureSrc, ivec2(coord_top_left.x, coord_bottom_right.y), 0) * rowtaps.x; + bottom += texture(textureSrc, vec2(u_middle, uv3.y)) * u_weight_sum; + bottom += texelFetch(textureSrc, ivec2(coord_bottom_right), 0) * rowtaps.w; + total += bottom * coltaps.w; + + return total; +} + +void main() +{ + colorOut0 = vec4(DrawBicubic(passUV).rgb,1.0); +} \ No newline at end of file diff --git a/Filters/Bicubic/rules.txt b/Filters/Bicubic/rules.txt new file mode 100644 index 00000000..7c2be14e --- /dev/null +++ b/Filters/Bicubic/rules.txt @@ -0,0 +1,39 @@ +[Definition] +name = Optimized Bicubic spline resampler +titleIds = +path = "Filters/Bicubic" +description = The b and c can adjust the properties of the cubic; sometimes referred to as "blurring" and "ringing" respectively. +version = 3 + +[OutputShader] +upscaleMagFilter = Linear +downscaleMagFilter = Linear + +[Preset] +name = Catmull-Rom +$b = 0.0 +$c = 0.5 + +[Preset] +name = Mitchell-Netravali +$b = 1/3 +$c = 1/3 + +[Preset] +name = B-spline +$b = 1.0 +$c = 0.0 + +[Preset] +name = Photoshop +$b = 0.0 +$c = 0.75 + +[Preset] +name = Custom (edit in rule.txt) +$b = 0.0 +$c = 0.0 + +# Generally b,c >= 0. the shader can't produce negative weight at 0-1 because of bilinear optimization +# But some combinations of negative b,c might have non-negative weight +# Optionally [b + 2c = 1] for numerically accurate filter diff --git a/Filters/Jinc/output.glsl b/Filters/Jinc/output.glsl new file mode 100644 index 00000000..db2f3bcf --- /dev/null +++ b/Filters/Jinc/output.glsl @@ -0,0 +1,128 @@ +// https://github.com/libretro/glsl-shaders/blob/master/nnedi3/shaders/jinc2-cshift-rgb.glsl +// https://github.com/libretro/common-shaders/blob/master/nedi/shaders/nedi-jinc.cg +// https://cemuhook.sshnuke.net/sampleResizers.zip +/* + Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader + + Copyright (C) 2011-2016 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. + +*/ + +#version 420 + +in vec2 passUV; +layout(binding=0) uniform sampler2D textureSrc; +uniform vec2 textureSrcResolution; +layout(location = 0) out vec4 colorOut0; + +/* + This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5, + where r1 and r2 are the first two zeros of jinc function. + For a jinc 2-lobe best approximation, use A=0.5 and B=0.825. +*/ + +// #define halfpi 1.5707963267948966192313216916398 // not used? +#define pi 3.1415926535897932384626433832795 +#define wa ($Window_Sinc*pi) +#define wb ($SINC*pi) + + +float resampler(vec2 pt1, vec2 pt2) +{ + vec2 v = pt2 - pt1; + float d = sqrt(dot(v,v)); // Calculates the distance between two points + + return (d==0.0) ? wa*wb : sin(d*wa)*sin(d*wb)/(d*d); +} + +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 JINC2_sharp(vec2 texture_size, vec2 texCoord) +{ + vec3 color; + mat4x4 weights; + + vec2 dx = vec2(1.0, 0.0); + vec2 dy = vec2(0.0, 1.0); + + vec2 pc = texCoord*texture_size; + + vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5)); + + weights[0] = vec4(resampler(pc, tc -dx -dy), resampler(pc, tc -dy), resampler(pc, tc +dx -dy), resampler(pc, tc+2.0*dx -dy)); + weights[1] = vec4(resampler(pc, tc -dx ), resampler(pc, tc ), resampler(pc, tc +dx ), resampler(pc, tc+2.0*dx )); + weights[2] = vec4(resampler(pc, tc -dx +dy), resampler(pc, tc +dy), resampler(pc, tc +dx +dy), resampler(pc, tc+2.0*dx +dy)); + weights[3] = vec4(resampler(pc, tc -dx+2.0*dy), resampler(pc, tc +2.0*dy), resampler(pc, tc +dx+2.0*dy), resampler(pc, tc+2.0*dx+2.0*dy)); + + dx = dx/texture_size; + dy = dy/texture_size; + tc = tc/texture_size; + + // reading the texels + vec3 c00 = texture(textureSrc, tc -dx -dy).xyz; + vec3 c10 = texture(textureSrc, tc -dy).xyz; + vec3 c20 = texture(textureSrc, tc +dx -dy).xyz; + vec3 c30 = texture(textureSrc, tc+2.0*dx -dy).xyz; + vec3 c01 = texture(textureSrc, tc -dx ).xyz; + vec3 c11 = texture(textureSrc, tc ).xyz; + vec3 c21 = texture(textureSrc, tc +dx ).xyz; + vec3 c31 = texture(textureSrc, tc+2.0*dx ).xyz; + vec3 c02 = texture(textureSrc, tc -dx +dy).xyz; + vec3 c12 = texture(textureSrc, tc +dy).xyz; + vec3 c22 = texture(textureSrc, tc +dx +dy).xyz; + vec3 c32 = texture(textureSrc, tc+2.0*dx +dy).xyz; + vec3 c03 = texture(textureSrc, tc -dx+2.0*dy).xyz; + vec3 c13 = texture(textureSrc, tc +2.0*dy).xyz; + vec3 c23 = texture(textureSrc, tc +dx+2.0*dy).xyz; + vec3 c33 = texture(textureSrc, 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, $Anti_Ringing); + + // final sum and weight normalization + return vec4(color, 1.0); +} + +void main() +{ + colorOut0 = JINC2_sharp(textureSrcResolution, passUV); +} \ No newline at end of file diff --git a/Filters/Jinc/rules.txt b/Filters/Jinc/rules.txt new file mode 100644 index 00000000..477aa131 --- /dev/null +++ b/Filters/Jinc/rules.txt @@ -0,0 +1,47 @@ +[Definition] +name = Jinc windowed-jinc with anti-ringing +titleIds = +path = "Filters/Jinc" +description = This is an approximation of Jinc. If B=1.0, it's a lanczos filter. +version = 3 + +[OutputShader] # need texels +upscaleMagFilter = NearestNeighbor +downscaleMagFilter = NearestNeighbor + +[Preset] +name = Jinc +$Window_Sinc = 0.5 +$SINC = 0.825 +$Anti_Ringing = 0.5 + +[Preset] +name = Lanczos +$Window_Sinc = 0.5 +$SINC = 1.0 +$Anti_Ringing = 0.8 + +[Preset] +name = preset3 in nnedi3 +$Window_Sinc = 0.44 +$SINC = 0.82 +$Anti_Ringing = 0.5 + +[Preset] +name = preset4 in nedi +$Window_Sinc = 0.42 +$SINC = 0.92 +$Anti_Ringing = 0.8 + +[Preset] +name = custom (edit in rules.txt) +$Window_Sinc = 0.5 +$SINC = 0.825 +$Anti_Ringing = 0.8 + +# $Window_Sinc == A; $SINC == B. +# Increase A to get more blur. Decrease it to get a sharper picture. +# B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns. + +# $Anti_Ringing reduces overshoot. +# Setting it to 1 prevents overshoot, which might cause pixels sticking together.