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Shaders: Add new pack of shaders (reshade) (#3232)
- Add crt-geom, super-xbr, geom, multi-LUT, deblur-luma, bicubic and lanczos3. All .fx shaders; - Added some LUTs.
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143
data/resources/shaders/reshade/Shaders/interpolation/bicubic.fx
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143
data/resources/shaders/reshade/Shaders/interpolation/bicubic.fx
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#include "../ReShade.fxh"
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/*
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Bicubic multipass Shader
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Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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uniform int BICUBIC_FILTER <
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ui_type = "combo";
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ui_items = "Bicubic\0Catmull-Rom\0B-Spline\0Hermite\0";
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ui_label = "Bicubic Filter";
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ui_tooltip = "Bicubic: balanced. Catmull-Rom: sharp. B-Spline: blurred. Hermite: soft pixelized.";
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> = 0;
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uniform bool B_ANTI_RINGING <
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ui_type = "radio";
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ui_label = "Bicubic Anti-Ringing";
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> = false;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
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uniform float2 ViewportSize < source = "viewportsize"; >;
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texture2D tBicubic_P0{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
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sampler2D sBicubic_P0{Texture=tBicubic_P0;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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#define AR_STRENGTH 1.0
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// Classic Mitchell-Netravali bicubic parameters
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float4x4 get_inv()
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{
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float bf = 1.0/3.0;
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float cf = 1.0/3.0;
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if (BICUBIC_FILTER == 1) {bf = 0.0; cf = 0.5;}
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if (BICUBIC_FILTER == 2) {bf = 1.0; cf = 0.0;}
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if (BICUBIC_FILTER == 3) {bf = 0.0; cf = 0.0;}
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return float4x4( (-bf - 6.0*cf)/6.0, (3.0*bf + 12.0*cf)/6.0, (-3.0*bf - 6.0*cf)/6.0, bf/6.0,
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(12.0 - 9.0*bf - 6.0*cf)/6.0, (-18.0 + 12.0*bf + 6.0*cf)/6.0, 0.0, (6.0 - 2.0*bf)/6.0,
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-(12.0 - 9.0*bf - 6.0*cf)/6.0, (18.0 - 15.0*bf - 12.0*cf)/6.0, (3.0*bf + 6.0*cf)/6.0, bf/6.0,
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(bf + 6.0*cf)/6.0, -cf, 0.0, 0.0);
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}
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float3 bicubic_ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3)
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{
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float4 weights = mul(get_inv(), float4(fp*fp*fp, fp*fp, fp, 1.0));
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float3 color = mul(weights, float4x3( C0, C1, C2, C3 ));
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// Anti-ringing
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if (B_ANTI_RINGING == true)
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{
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float3 aux = color;
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float3 min_sample = min(min(C0, C1), min(C2, C3));
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float3 max_sample = max(max(C0, C1), max(C2, C3));
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color = clamp(color, min_sample, max_sample);
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color = lerp(aux, color, step(0.0, (C0-C1)*(C2-C3)));
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}
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return color;
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}
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float4 Bicubic_X(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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{
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// Both dimensions are unfiltered, so it looks for lores pixels.
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float2 ps = NormalizedNativePixelSize;
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float2 posi = uv_tx.xy + ps * float2(0.5, 0.0);
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float2 fp = frac(posi / ps);
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float2 tc = posi - (fp + 0.5) * ps;
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float3 C0 = tex2D(ReShade::BackBuffer, tc + ps*float2(-1.0, 1.0)).rgb;
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float3 C1 = tex2D(ReShade::BackBuffer, tc + ps*float2( 0.0, 1.0)).rgb;
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float3 C2 = tex2D(ReShade::BackBuffer, tc + ps*float2( 1.0, 1.0)).rgb;
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float3 C3 = tex2D(ReShade::BackBuffer, tc + ps*float2( 2.0, 1.0)).rgb;
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float3 color = bicubic_ar(fp.x, C0, C1, C2, C3);
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return float4(color, 1.0);
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}
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float4 Bicubic_Y(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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{
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// One must be careful here. Horizontal dimension is already filtered, so it looks for x in hires.
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float2 ps = float2(1.0/(ViewportSize.x*BufferToViewportRatio.x), NormalizedNativePixelSize.y);
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float2 posi = uv_tx.xy + ps * float2(0.5, 0.5);
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float2 fp = frac(posi / ps);
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float2 tc = posi - (fp + 0.5) * ps;
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float3 C0 = tex2D(sBicubic_P0, tc + ps*float2(1.0, -1.0)).rgb;
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float3 C1 = tex2D(sBicubic_P0, tc + ps*float2(1.0, 0.0)).rgb;
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float3 C2 = tex2D(sBicubic_P0, tc + ps*float2(1.0, 1.0)).rgb;
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float3 C3 = tex2D(sBicubic_P0, tc + ps*float2(1.0, 2.0)).rgb;
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float3 color = bicubic_ar(fp.y, C0, C1, C2, C3);
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return float4(color, 1.0);
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}
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technique Bicubic
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{
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pass PS_Bicubic_X
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{
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VertexShader = PostProcessVS;
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PixelShader = Bicubic_X;
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RenderTarget = tBicubic_P0;
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}
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pass PS_Bicubic_Y
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{
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VertexShader = PostProcessVS;
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PixelShader = Bicubic_Y;
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}
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}
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144
data/resources/shaders/reshade/Shaders/interpolation/lanczos3.fx
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144
data/resources/shaders/reshade/Shaders/interpolation/lanczos3.fx
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#include "ReShade.fxh"
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/*
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Lanczos3 - Multipass code by Hyllian 2022.
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*/
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/*
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Copyright (C) 2010 Team XBMC
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http://www.xbmc.org
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Copyright (C) 2011 Stefanos A.
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http://www.opentk.com
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This Program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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any later version.
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This Program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with XBMC; see the file COPYING. If not, write to
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the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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http://www.gnu.org/copyleft/gpl.html
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*/
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uniform bool LANCZOS3_ANTI_RINGING <
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ui_type = "radio";
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ui_label = "Lanczos3 Anti-Ringing";
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> = true;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
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uniform float2 ViewportSize < source = "viewportsize"; >;
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texture2D tLanczos3_P0{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
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sampler2D sLanczos3_P0{Texture=tLanczos3_P0;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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#define AR_STRENGTH 1.0
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#define FIX(c) (max(abs(c),1e-5))
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#define PI 3.1415926535897932384626433832795
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#define radius 3.0
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float3 weight3(float x)
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{
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float3 Sample = FIX(2.0 * PI * float3(x - 1.5, x - 0.5, x + 0.5));
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// Lanczos3. Note: we normalize outside this function, so no point in multiplying by radius.
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return sin(Sample) * sin(Sample / radius) / (Sample * Sample);
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}
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float3 lanczos3ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3, float3 C4, float3 C5)
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{
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float3 w1 = weight3(0.5 - fp * 0.5);
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float3 w2 = weight3(1.0 - fp * 0.5);
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float sum = dot( w1, float3(1.,1.,1.)) + dot( w2, float3(1.,1.,1.));
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w1 /= sum;
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w2 /= sum;
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float3 color = mul(w1, float3x3( C0, C2, C4 )) + mul(w2, float3x3( C1, C3, C5));
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// Anti-ringing
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if (LANCZOS3_ANTI_RINGING == true)
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{
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float3 aux = color;
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float3 min_sample = min(min(C1, C2), min(C3, C4));
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float3 max_sample = max(max(C1, C2), max(C3, C4));
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color = clamp(color, min_sample, max_sample);
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color = lerp(aux, color, AR_STRENGTH*step(0.0, (C1-C2)*(C3-C4)));
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}
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return color;
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}
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float4 Lanczos3_X(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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{
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// Both dimensions are unfiltered, so it looks for lores pixels.
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float2 ps = NormalizedNativePixelSize;
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float2 posi = uv_tx.xy + ps * float2(0.5, 0.0);
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float2 fp = frac(posi / ps);
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float2 xystart = posi - (fp + 0.5) * ps;
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float ypos = xystart.y + ps.y;
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float3 C0 = tex2D(ReShade::BackBuffer, float2(xystart.x - ps.x * 2.0, ypos)).rgb;
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float3 C1 = tex2D(ReShade::BackBuffer, float2(xystart.x - ps.x * 1.0, ypos)).rgb;
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float3 C2 = tex2D(ReShade::BackBuffer, float2(xystart.x , ypos)).rgb;
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float3 C3 = tex2D(ReShade::BackBuffer, float2(xystart.x + ps.x * 1.0, ypos)).rgb;
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float3 C4 = tex2D(ReShade::BackBuffer, float2(xystart.x + ps.x * 2.0, ypos)).rgb;
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float3 C5 = tex2D(ReShade::BackBuffer, float2(xystart.x + ps.x * 3.0, ypos)).rgb;
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float3 color = lanczos3ar(fp.x, C0, C1, C2, C3, C4, C5);
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return float4(color, 1.0);
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}
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float4 Lanczos3_Y(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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{
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// One must be careful here. Horizontal dimension is already filtered, so it looks for x in hires.
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float2 ps = float2(1.0/(ViewportSize.x*BufferToViewportRatio.x), NormalizedNativePixelSize.y);
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float2 posi = uv_tx.xy + ps * float2(0.5, 0.5);
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float2 fp = frac(posi / ps);
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float2 xystart = posi - (fp + 0.5) * ps;
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float xpos = xystart.x + ps.x;
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float3 C0 = tex2D(sLanczos3_P0, float2(xpos, xystart.y - ps.y * 2.0)).rgb;
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float3 C1 = tex2D(sLanczos3_P0, float2(xpos, xystart.y - ps.y * 1.0)).rgb;
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float3 C2 = tex2D(sLanczos3_P0, float2(xpos, xystart.y )).rgb;
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float3 C3 = tex2D(sLanczos3_P0, float2(xpos, xystart.y + ps.y * 1.0)).rgb;
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float3 C4 = tex2D(sLanczos3_P0, float2(xpos, xystart.y + ps.y * 2.0)).rgb;
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float3 C5 = tex2D(sLanczos3_P0, float2(xpos, xystart.y + ps.y * 3.0)).rgb;
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float3 color = lanczos3ar(fp.y, C0, C1, C2, C3, C4, C5);
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return float4(color, 1.0);
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}
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technique Lanczos3
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{
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pass PS_Lanczos3_X
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{
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VertexShader = PostProcessVS;
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PixelShader = Lanczos3_X;
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RenderTarget = tLanczos3_P0;
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}
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pass PS_Lanczos3_Y
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{
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VertexShader = PostProcessVS;
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PixelShader = Lanczos3_Y;
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}
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}
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