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What if we just rely entirely on SGSR common than using EdgeDir?
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@@ -6,9 +6,9 @@
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precision highp float;
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precision highp int;
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// Operation modes: RGBA -> 1, RGBY -> 3, LERP -> 4
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#define OPERATION_MODE 1
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#define EDGE_THRESHOLD (8.0 / 255.0)
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#define DIRECTION_EPSILON 6.5e-05
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#define DEVIATION_FLOOR 6.0e-02
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layout(push_constant) uniform constants {
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vec2 scale;
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@@ -21,20 +21,37 @@ layout(set = 0, binding = 0) uniform sampler2D sampler0;
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layout(location=0) in vec2 texcoord;
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layout(location=0) out vec4 frag_color;
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vec4 weightY(vec4 dx, vec4 dy, vec4 std) {
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vec4 x = ((dx * dx) + (dy * dy)) * 0.55f + std;
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return (x - 1.f) * (x - 4.f) * 3.8125f; // approx. of (x - 1) * (x - 4)^3
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mediump vec4 fastLanczos2(mediump vec4 x) {
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mediump vec4 wA = x - 4.0f;
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mediump vec4 wB = x * wA - wA;
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wA *= wA;
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return wB * wA;
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}
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mediump vec2 edgeDirection(mediump vec4 left, mediump vec4 right) {
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mediump float RxLz = right.x - left.z;
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mediump float RwLy = right.w - left.y;
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mediump vec2 delta = vec2(RxLz + RwLy, RxLz - RwLy);
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mediump float length_inv =
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inversesqrt((delta.x * delta.x + DIRECTION_EPSILON) + delta.y * delta.y);
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return delta * length_inv;
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}
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mediump vec4 weightY(mediump vec4 dx, mediump vec4 dy, mediump vec4 c, mediump float std,
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mediump vec2 dir) {
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mediump vec4 edge_dis = dx * dir.y + dy * dir.x;
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mediump vec4 x = (dx * dx + dy * dy) +
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(edge_dis * edge_dis) * (clamp((c * c) * std, 0.0f, 1.0f) * 0.7f - 1.0f);
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return fastLanczos2(x);
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}
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void main() {
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vec4 color = textureLod(sampler0, texcoord.xy, 0.0f);
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// image coord
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vec2 icoord = (texcoord * size + vec2(-0.5f, 0.5f));
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vec2 icoord_pixel = floor(icoord);
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vec2 coord = icoord_pixel * scale;
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vec2 pl = icoord - icoord_pixel;
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// left: 0, right: 1, upDown: 2
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mat3x4 dg = mat3x4(
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mediump vec4 color = textureLod(sampler0, texcoord.xy, 0.0f);
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highp vec2 icoord = (texcoord * size + vec2(-0.5f, 0.5f));
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highp vec2 icoord_pixel = floor(icoord);
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highp vec2 coord = icoord_pixel * scale;
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mediump vec2 pl = icoord - icoord_pixel;
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mediump mat3x4 dg = mat3x4(
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textureGather(sampler0, coord, 1),
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textureGather(sampler0, coord + vec2(2.f * scale.x, 0.0f), 1),
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vec4(
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@@ -42,42 +59,40 @@ void main() {
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textureGather(sampler0, coord + vec2(scale.x, +scale.y), 1).yx
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)
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);
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float edgeVote = abs(dg[0].z - dg[0].y) + abs(color.y - dg[0].y) + abs(color.y - dg[0].z);
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mediump float edgeVote =
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abs(dg[0].z - dg[0].y) + abs(color.y - dg[0].y) + abs(color.y - dg[0].z);
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if (edgeVote > EDGE_THRESHOLD) {
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float mean = (dg[0].y + dg[0].z + dg[1].x + dg[1].w) * 0.25f;
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mediump float mean = (dg[0].y + dg[0].z + dg[1].x + dg[1].w) * 0.25f;
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dg = dg - mean;
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vec4 sum = abs(dg[0]) + abs(dg[1]) + abs(dg[2]);
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float std = 2.181818f / (sum.x + sum.y + sum.z + sum.w);
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mat2x4 w = mat2x4(
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weightY(
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pl.xxxx + vec4(+1.0f, +0.0f, +0.0f, +1.0f),
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pl.yyyy + vec4(-1.0f, -1.0f, +0.0f, +0.0f),
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clamp(abs(dg[0]) * std, 0.0f, 1.0f)
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) + weightY(
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pl.xxxx + vec4(-1.0f, -2.0f, -2.0f, -1.0f),
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pl.yyyy + vec4(-1.0f, -1.0f, +0.0f, +0.0f),
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clamp(abs(dg[1]) * std, 0.0f, 1.0f)
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) + weightY(
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pl.xxxx + vec4(+0.0f, -1.0f, -1.0f, +0.0f),
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pl.yyyy + vec4(+1.0f, +1.0f, -2.0f, -2.0f),
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clamp(abs(dg[2]) * std, 0.0f, 1.0f)
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),
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dg[0] + dg[1] + dg[2]
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mediump float sum = dot(abs(dg[0]) + abs(dg[1]) + abs(dg[2]), vec4(1.0f));
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mediump float sum_mean = 1.014185e+01f / max(sum, DEVIATION_FLOOR);
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mediump float std = sum_mean * sum_mean;
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mediump vec2 dir = edgeDirection(dg[0], dg[1]);
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mediump vec4 w0 = weightY(
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pl.xxxx + vec4(+1.0f, +0.0f, +0.0f, +1.0f),
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pl.yyyy + vec4(-1.0f, -1.0f, +0.0f, +0.0f),
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dg[0], std, dir
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);
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// compute final y with bounds
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vec2 yb = vec2(
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min(min(dg[0].y, dg[0].z), min(dg[1].x, dg[1].w)), // min
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max(max(dg[0].y, dg[0].z), max(dg[1].x, dg[1].w)) // max
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mediump vec4 w1 = weightY(
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pl.xxxx + vec4(-1.0f, -2.0f, -2.0f, -1.0f),
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pl.yyyy + vec4(-1.0f, -1.0f, +0.0f, +0.0f),
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dg[1], std, dir
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);
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vec2 fvy = vec2(
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w[0].x + w[0].y + w[0].z + w[0].w,
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w[1].x + w[1].y + w[1].z + w[1].w
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mediump vec4 w2 = weightY(
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pl.xxxx + vec4(+0.0f, -1.0f, -1.0f, +0.0f),
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pl.yyyy + vec4(+1.0f, +1.0f, -2.0f, -2.0f),
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dg[2], std, dir
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);
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float fy = clamp((fvy.y / fvy.x) * edge_sharpness, yb[0], yb[1]);
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// Smooth high contrast input
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float dy = clamp(fy - color.y + mean, -23.0f / 255.0f, 23.0f / 255.0f);
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mediump float sum_w = dot(w0 + w1 + w2, vec4(1.0f));
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mediump float sum_wc = dot(w0 * dg[0] + w1 * dg[1] + w2 * dg[2], vec4(1.0f));
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mediump vec2 yb = vec2(
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min(min(dg[0].y, dg[0].z), min(dg[1].x, dg[1].w)),
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max(max(dg[0].y, dg[0].z), max(dg[1].x, dg[1].w))
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);
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mediump float fy = clamp((sum_wc / sum_w) * edge_sharpness, yb[0], yb[1]);
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mediump float dy = clamp(fy - color.y + mean, -23.0f / 255.0f, 23.0f / 255.0f);
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color = clamp(color + dy, 0.0f, 1.0f);
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}
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color.w = 1.0f; //assume alpha channel is not used
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color.w = 1.0f;
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frag_color.xyzw = color;
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}
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}
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