Last active
November 26, 2024 23:42
-
-
Save igv/2364ffa6e81540f29cb7ab4c9bc05b6b to your computer and use it in GitHub Desktop.
Basically it's an accurate sharpener + antiringing. Usage: glsl-shader="~~/SSimSuperRes.glsl"
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// SSimSuperRes by Shiandow | |
// | |
// This library is free software; you can redistribute it and/or | |
// modify it under the terms of the GNU Lesser General Public | |
// License as published by the Free Software Foundation; either | |
// version 3.0 of the License, or (at your option) any later version. | |
// | |
// This library is distributed in the hope that it will be useful, | |
// but WITHOUT ANY WARRANTY; without even the implied warranty of | |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
// Lesser General Public License for more details. | |
// | |
// You should have received a copy of the GNU Lesser General Public | |
// License along with this library. | |
//!HOOK POSTKERNEL | |
//!BIND HOOKED | |
//!SAVE LOWRES | |
//!HEIGHT NATIVE_CROPPED.h | |
//!WHEN NATIVE_CROPPED.h OUTPUT.h < | |
//!COMPONENTS 4 | |
//!DESC SSSR Downscaling I | |
#define axis 1 | |
#define offset vec2(0,0) | |
#define MN(B,C,x) (x < 1.0 ? ((2.-1.5*B-(C))*x + (-3.+2.*B+C))*x*x + (1.-(B)/3.) : (((-(B)/6.-(C))*x + (B+5.*C))*x + (-2.*B-8.*C))*x+((4./3.)*B+4.*C)) | |
#define Kernel(x) MN(0.334, 0.333, abs(x)) | |
#define taps 2.0 | |
#define Luma(rgb) dot(rgb*rgb, vec3(0.2126, 0.7152, 0.0722)) | |
vec4 hook() { | |
float low = ceil((HOOKED_pos - taps/input_size) * HOOKED_size - offset - 0.5)[axis]; | |
float high = floor((HOOKED_pos + taps/input_size) * HOOKED_size - offset - 0.5)[axis]; | |
float W = 0.0; | |
vec4 avg = vec4(0); | |
vec2 pos = HOOKED_pos; | |
vec4 tex; | |
for (float k = low; k <= high; k++) { | |
pos[axis] = HOOKED_pt[axis] * (k - offset[axis] + 0.5); | |
float rel = (pos[axis] - HOOKED_pos[axis])*input_size[axis]; | |
float w = Kernel(rel); | |
tex.rgb = textureLod(HOOKED_raw, pos, 0.0).rgb * HOOKED_mul; | |
tex.a = Luma(tex.rgb); | |
avg += w * tex; | |
W += w; | |
} | |
avg /= W; | |
return vec4(avg.rgb, max(abs(avg.a - Luma(avg.rgb)), 5e-7)); | |
} | |
//!HOOK POSTKERNEL | |
//!BIND LOWRES | |
//!SAVE LOWRES | |
//!WIDTH NATIVE_CROPPED.w | |
//!HEIGHT NATIVE_CROPPED.h | |
//!WHEN NATIVE_CROPPED.w OUTPUT.w < | |
//!COMPONENTS 4 | |
//!DESC SSSR Downscaling II | |
#define axis 0 | |
#define offset vec2(0,0) | |
#define MN(B,C,x) (x < 1.0 ? ((2.-1.5*B-(C))*x + (-3.+2.*B+C))*x*x + (1.-(B)/3.) : (((-(B)/6.-(C))*x + (B+5.*C))*x + (-2.*B-8.*C))*x+((4./3.)*B+4.*C)) | |
#define Kernel(x) MN(0.334, 0.333, abs(x)) | |
#define taps 2.0 | |
#define Luma(rgb) dot(rgb*rgb, vec3(0.2126, 0.7152, 0.0722)) | |
vec4 hook() { | |
float low = ceil((LOWRES_pos - taps/input_size) * LOWRES_size - offset - 0.5)[axis]; | |
float high = floor((LOWRES_pos + taps/input_size) * LOWRES_size - offset - 0.5)[axis]; | |
float W = 0.0; | |
vec4 avg = vec4(0); | |
vec2 pos = LOWRES_pos; | |
vec4 tex; | |
for (float k = low; k <= high; k++) { | |
pos[axis] = LOWRES_pt[axis] * (k - offset[axis] + 0.5); | |
float rel = (pos[axis] - LOWRES_pos[axis])*input_size[axis]; | |
float w = Kernel(rel); | |
tex.rgb = textureLod(LOWRES_raw, pos, 0.0).rgb * LOWRES_mul; | |
tex.a = Luma(tex.rgb); | |
avg += w * tex; | |
W += w; | |
} | |
avg /= W; | |
return vec4(avg.rgb, max(abs(avg.a - Luma(avg.rgb)), 5e-7) + LOWRES_texOff(0).a); | |
} | |
//!HOOK POSTKERNEL | |
//!BIND PREKERNEL | |
//!BIND LOWRES | |
//!SAVE var | |
//!WIDTH NATIVE_CROPPED.w | |
//!HEIGHT NATIVE_CROPPED.h | |
//!WHEN NATIVE_CROPPED.h OUTPUT.h < | |
//!COMPONENTS 2 | |
//!DESC SSSR var | |
#define spread 1.0 / 4.0 | |
#define GetL(x,y) PREKERNEL_tex(PREKERNEL_pt * (PREKERNEL_pos * input_size + tex_offset + vec2(x,y))).rgb | |
#define GetH(x,y) LOWRES_texOff(vec2(x,y)).rgb | |
#define Luma(rgb) dot(rgb*rgb, vec3(0.2126, 0.7152, 0.0722)) | |
#define diff(x,y) vec2(Luma((GetL(x,y) - meanL)), Luma((GetH(x,y) - meanH))) | |
vec4 hook() { | |
vec3 meanL = GetL(0,0); | |
vec3 meanH = GetH(0,0); | |
for (int X=-1; X<=1; X+=2) { | |
meanL += GetL(X,0) * spread; | |
meanH += GetH(X,0) * spread; | |
} | |
for (int Y=-1; Y<=1; Y+=2) { | |
meanL += GetL(0,Y) * spread; | |
meanH += GetH(0,Y) * spread; | |
} | |
meanL /= (1.0 + 4.0*spread); | |
meanH /= (1.0 + 4.0*spread); | |
vec2 var = diff(0,0); | |
for (int X=-1; X<=1; X+=2) | |
var += diff(X,0) * spread; | |
for (int Y=-1; Y<=1; Y+=2) | |
var += diff(0,Y) * spread; | |
return vec4(max(var / (1.0 + 4.0*spread), vec2(1e-6)), 0, 0); | |
} | |
//!HOOK POSTKERNEL | |
//!BIND HOOKED | |
//!BIND PREKERNEL | |
//!BIND LOWRES | |
//!BIND var | |
//!WHEN NATIVE_CROPPED.h OUTPUT.h < | |
//!DESC SSSR final pass | |
#define oversharp 0.5 | |
// -- Window Size -- | |
#define taps 3.0 | |
#define even (taps - 2.0 * floor(taps / 2.0) == 0.0) | |
#define minX int(1.0-ceil(taps/2.0)) | |
#define maxX int(floor(taps/2.0)) | |
#define Kernel(x) cos(acos(-1.0)*(x)/taps) // Hann kernel | |
// -- Input processing -- | |
#define var(x,y) var_tex(var_pt * (pos + vec2(x,y) + 0.5)).rg | |
#define GetL(x,y) PREKERNEL_tex(PREKERNEL_pt * (pos + tex_offset + vec2(x,y) + 0.5)).rgb | |
#define GetH(x,y) LOWRES_tex(LOWRES_pt * (pos + vec2(x,y) + 0.5)) | |
#define Luma(rgb) dot(rgb*rgb, vec3(0.2126, 0.7152, 0.0722)) | |
vec4 hook() { | |
vec4 c0 = HOOKED_texOff(0); | |
vec2 pos = HOOKED_pos * LOWRES_size - vec2(0.5); | |
vec2 offset = pos - (even ? floor(pos) : round(pos)); | |
pos -= offset; | |
vec2 mVar = vec2(0.0); | |
for (int X=-1; X<=1; X++) | |
for (int Y=-1; Y<=1; Y++) { | |
vec2 w = clamp(1.5 - abs(vec2(X,Y)), 0.0, 1.0); | |
mVar += w.r * w.g * vec2(GetH(X,Y).a, 1.0); | |
} | |
mVar.r /= mVar.g; | |
// Calculate faithfulness force | |
float weightSum = 0.0; | |
vec3 diff = vec3(0); | |
for (int X = minX; X <= maxX; X++) | |
for (int Y = minX; Y <= maxX; Y++) | |
{ | |
float R = (-1.0 - oversharp) * sqrt(var(X,Y).r / (var(X,Y).g + mVar.r)); | |
vec2 krnl = Kernel(vec2(X,Y) - offset); | |
float weight = krnl.r * krnl.g / (Luma((c0.rgb - GetH(X,Y).rgb)) + GetH(X,Y).a); | |
diff += weight * (GetL(X,Y) + GetH(X,Y).rgb * R + (-1.0 - R) * (c0.rgb)); | |
weightSum += weight; | |
} | |
diff /= weightSum; | |
c0.rgb = ((c0.rgb) + diff); | |
return c0; | |
} |
I've seen this on MadVR. There might be differences between madvr and this shader's implementation but what/how does it do its stuff exactly and what term should I use so I can Wikipedia/Google Scholar this? I've found the madvr explanation lacking/confusing and I wasn't sure if what I googled was the Superres I was looking for.
Is this designed for linear light or gamma light? Can I correct-downscaling = yes?
如果您谈论暗线,那是因为您的动画在伽马光下缩小了比例。 SSSR 没有考虑到这一点,ravu 和 fsrcnnx 可以。
Can linear-downscaling = yes solve this problem?
Hi, can someone add a srgb threshold to this shader so it doesn't affect the grain in the shadows? So make it start from 10smoothstep15-255 srgb. Thank you :)
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
SSSR is probably better than AS when upscaling.