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ppsspp/assets/shaders/tex_nnedi3_mp_cshift_2x.csh

119 lines
3.4 KiB
Tcsh

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0, rgba8) uniform writeonly image2D dstImg;
layout(set = 0, binding = 3, rgba16f) uniform readonly image2D srcImg;
layout(push_constant) uniform Params {
int srcWidth;
int srcHeight;
int dstWidth;
int dstHeight;
} params;
float Spline36_0_1(float x) {
return ((13.0 / 11.0 * x - 453.0 / 209.0) * x - 3.0 / 209.0) * x + 1.0;
}
float Spline36_1_2(float x) {
return ((-6.0 / 11.0 * x + 612.0 / 209.0) * x - 1038.0 / 209.0) * x + 540.0 / 209.0;
}
float Spline36_2_3(float x) {
return ((1.0 / 11.0 * x - 159.0 / 209.0) * x + 434.0 / 209.0) * x - 384.0 / 209.0;
}
vec4 readSrc(ivec2 pos) {
pos = clamp(pos, ivec2(0, 0), ivec2(params.srcWidth - 1, params.srcHeight - 1));
return imageLoad(srcImg, pos);
}
vec4 InterpolateHorizontally(vec2 inputPos, ivec2 inputPosFloor, int dy) {
float sumOfWeights = 0.0;
vec4 sumOfWeightedPixel = vec4(0.0);
float x = inputPos.x - float(inputPosFloor.x - 2);
float weight = Spline36_2_3(x);
sumOfWeights += weight;
sumOfWeightedPixel += weight * readSrc(ivec2(inputPosFloor.x - 2, inputPosFloor.y + dy));
x -= 1.0;
weight = Spline36_1_2(x);
sumOfWeights += weight;
sumOfWeightedPixel += weight * readSrc(ivec2(inputPosFloor.x - 1, inputPosFloor.y + dy));
x -= 1.0;
weight = Spline36_0_1(x);
sumOfWeights += weight;
sumOfWeightedPixel += weight * readSrc(ivec2(inputPosFloor.x + 0, inputPosFloor.y + dy));
x = 1.0 - x;
weight = Spline36_0_1(x);
sumOfWeights += weight;
sumOfWeightedPixel += weight * readSrc(ivec2(inputPosFloor.x + 1, inputPosFloor.y + dy));
x += 1.0;
weight = Spline36_1_2(x);
sumOfWeights += weight;
sumOfWeightedPixel += weight * readSrc(ivec2(inputPosFloor.x + 2, inputPosFloor.y + dy));
x += 1.0;
weight = Spline36_2_3(x);
sumOfWeights += weight;
sumOfWeightedPixel += weight * readSrc(ivec2(inputPosFloor.x + 3, inputPosFloor.y + dy));
return sumOfWeightedPixel / sumOfWeights;
}
vec4 Process(ivec2 outputPos) {
const vec2 shift = vec2(-0.5, -0.5);
vec2 inputPos = vec2(outputPos) + shift;
ivec2 inputPosFloor = ivec2(floor(inputPos));
float sumOfWeights = 0.0;
vec4 sumOfWeightedPixel = vec4(0.0);
float y = inputPos.y - float(inputPosFloor.y - 2);
float weight = Spline36_2_3(y);
sumOfWeights += weight;
sumOfWeightedPixel += weight * InterpolateHorizontally(inputPos, inputPosFloor, -2);
y -= 1.0;
weight = Spline36_1_2(y);
sumOfWeights += weight;
sumOfWeightedPixel += weight * InterpolateHorizontally(inputPos, inputPosFloor, -1);
y -= 1.0;
weight = Spline36_0_1(y);
sumOfWeights += weight;
sumOfWeightedPixel += weight * InterpolateHorizontally(inputPos, inputPosFloor, 0);
y = 1.0 - y;
weight = Spline36_0_1(y);
sumOfWeights += weight;
sumOfWeightedPixel += weight * InterpolateHorizontally(inputPos, inputPosFloor, 1);
y += 1.0;
weight = Spline36_1_2(y);
sumOfWeights += weight;
sumOfWeightedPixel += weight * InterpolateHorizontally(inputPos, inputPosFloor, 2);
y += 1.0;
weight = Spline36_2_3(y);
sumOfWeights += weight;
sumOfWeightedPixel += weight * InterpolateHorizontally(inputPos, inputPosFloor, 3);
return clamp(sumOfWeightedPixel / sumOfWeights, 0.0, 1.0);
}
void main() {
ivec2 dst = ivec2(gl_GlobalInvocationID.xy);
if (dst.x >= params.dstWidth || dst.y >= params.dstHeight)
return;
imageStore(dstImg, dst, Process(dst));
}