2021-10-21 08:45:27 +00:00
|
|
|
#ifdef VERTEX_SHADER
|
|
|
|
|
|
|
|
layout(location = 0) in vec4 a_pos;
|
|
|
|
layout(location = 1) in vec2 a_tex;
|
|
|
|
|
|
|
|
layout(location = 0) out vec2 v_tex;
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
gl_Position = vec4(a_pos.x, -a_pos.y, a_pos.z, a_pos.w);
|
|
|
|
v_tex = a_tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef FRAGMENT_SHADER
|
|
|
|
|
|
|
|
layout(location = 0) in vec2 v_tex;
|
|
|
|
layout(location = 0) out vec4 o_col0;
|
|
|
|
|
|
|
|
layout(push_constant) uniform cb0
|
|
|
|
{
|
2022-11-05 20:35:06 +00:00
|
|
|
vec4 ZrH;
|
2021-10-21 08:45:27 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
layout(set = 0, binding = 0) uniform sampler2D samp0;
|
|
|
|
|
|
|
|
#ifdef ps_main0
|
|
|
|
void ps_main0()
|
|
|
|
{
|
|
|
|
o_col0 = texture(samp0, v_tex);
|
2022-05-20 15:31:54 +00:00
|
|
|
if ((int(gl_FragCoord.y) & 1) == 0)
|
2021-10-21 08:45:27 +00:00
|
|
|
discard;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef ps_main1
|
|
|
|
void ps_main1()
|
|
|
|
{
|
|
|
|
o_col0 = texture(samp0, v_tex);
|
2022-05-20 15:31:54 +00:00
|
|
|
if ((int(gl_FragCoord.y) & 1) != 0)
|
2021-10-21 08:45:27 +00:00
|
|
|
discard;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef ps_main2
|
|
|
|
void ps_main2()
|
|
|
|
{
|
2022-11-05 20:35:06 +00:00
|
|
|
vec2 vstep = vec2(0.0f, ZrH.y);
|
|
|
|
vec4 c0 = texture(samp0, v_tex - vstep);
|
2021-10-21 08:45:27 +00:00
|
|
|
vec4 c1 = texture(samp0, v_tex);
|
2022-11-05 20:35:06 +00:00
|
|
|
vec4 c2 = texture(samp0, v_tex + vstep);
|
2021-10-21 08:45:27 +00:00
|
|
|
|
|
|
|
o_col0 = (c0 + c1 * 2.0f + c2) / 4.0f;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef ps_main3
|
|
|
|
void ps_main3()
|
|
|
|
{
|
|
|
|
o_col0 = texture(samp0, v_tex);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2022-11-05 20:35:06 +00:00
|
|
|
|
|
|
|
#ifdef ps_main4
|
|
|
|
void ps_main4()
|
|
|
|
{
|
2022-11-12 11:20:09 +00:00
|
|
|
// We take half the lines from the current frame and stores them in the MAD frame buffer.
|
|
|
|
// the MAD frame buffer is split in 2 consecutive banks of 2 fields each, the fields in each bank
|
|
|
|
// are interleaved (top field at even lines and bottom field at odd lines).
|
|
|
|
// When the source texture has an odd vres, the first line of bank 1 would be an odd index
|
|
|
|
// causing the wrong lines to be discarded, so a vertical offset (lofs) is added to the vertical
|
|
|
|
// position of the destination texture to force the proper field alignment
|
|
|
|
|
2022-11-12 22:59:49 +00:00
|
|
|
const int idx = int(ZrH.x); // buffer index passed from CPU
|
2022-11-12 11:20:09 +00:00
|
|
|
const int bank = idx >> 1; // current bank
|
|
|
|
const int field = idx & 1; // current field
|
2022-11-12 22:59:49 +00:00
|
|
|
const int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
|
2022-11-12 11:20:09 +00:00
|
|
|
const int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
|
|
|
|
const int vpos = int(gl_FragCoord.y) + lofs; // vertical position of destination texture
|
|
|
|
const vec2 bofs = vec2(0.0f, 0.5f * bank); // vertical offset of the current bank relative to source texture size
|
|
|
|
const vec2 vscale = vec2(1.0f, 2.0f); // scaling factor from source to destination texture
|
|
|
|
const vec2 optr = v_tex - bofs; // used to check if the current destination line is within the current bank
|
|
|
|
const vec2 iptr = optr * vscale; // pointer to the current pixel in the source texture
|
|
|
|
|
|
|
|
// if the index of current destination line belongs to the current fiels we update it, otherwise
|
|
|
|
// we leave the old line in the destination buffer
|
2022-11-12 22:59:49 +00:00
|
|
|
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) != field))
|
2022-11-12 11:20:09 +00:00
|
|
|
o_col0 = texture(samp0, iptr);
|
|
|
|
else
|
|
|
|
discard;
|
2022-11-05 20:35:06 +00:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef ps_main5
|
|
|
|
void ps_main5()
|
|
|
|
{
|
2022-11-12 11:20:09 +00:00
|
|
|
// we use the contents of the MAD frame buffer to reconstruct the missing lines from the current
|
|
|
|
// field.
|
|
|
|
|
2022-11-12 22:59:49 +00:00
|
|
|
const int idx = int(ZrH.x); // buffer index passed from CPU
|
2022-11-12 11:20:09 +00:00
|
|
|
const int bank = idx >> 1; // current bank
|
|
|
|
const int field = idx & 1; // current field
|
|
|
|
const int vpos = int(gl_FragCoord.y); // vertical position of destination texture
|
|
|
|
const float sensitivity = ZrH.w; // passed from CPU, higher values mean more likely to use weave
|
|
|
|
const vec3 motion_thr = vec3(1.0, 1.0, 1.0) * sensitivity; //
|
|
|
|
const vec2 bofs = vec2(0.0f, 0.5f); // position of the bank 1 relative to source texture size
|
|
|
|
const vec2 vscale = vec2(1.0f, 0.5f); // scaling factor from source to destination texture
|
2022-11-12 22:59:49 +00:00
|
|
|
const vec2 lofs = vec2(0.0f, ZrH.y) * vscale; // distance between two adjacent lines relative to source texture size
|
2022-11-12 11:20:09 +00:00
|
|
|
const vec2 iptr = v_tex * vscale; // pointer to the current pixel in the source texture
|
|
|
|
|
|
|
|
vec2 p_t0; // pointer to current pixel (missing or not) from most recent frame
|
|
|
|
vec2 p_t1; // pointer to current pixel (missing or not) from one frame back
|
|
|
|
vec2 p_t2; // pointer to current pixel (missing or not) from two frames back
|
|
|
|
vec2 p_t3; // pointer to current pixel (missing or not) from three frames back
|
|
|
|
|
|
|
|
switch (idx)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
p_t0 = iptr;
|
|
|
|
p_t1 = iptr + bofs;
|
|
|
|
p_t2 = iptr + bofs;
|
|
|
|
p_t3 = iptr;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
p_t0 = iptr;
|
|
|
|
p_t1 = iptr;
|
|
|
|
p_t2 = iptr + bofs;
|
|
|
|
p_t3 = iptr + bofs;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
p_t0 = iptr + bofs;
|
|
|
|
p_t1 = iptr;
|
|
|
|
p_t2 = iptr;
|
|
|
|
p_t3 = iptr + bofs;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
p_t0 = iptr + bofs;
|
|
|
|
p_t1 = iptr + bofs;
|
|
|
|
p_t2 = iptr;
|
|
|
|
p_t3 = iptr;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// calculating motion, only relevant for missing lines where the "center line" is pointed
|
|
|
|
// by p_t1
|
|
|
|
|
|
|
|
vec4 hn = texture(samp0, p_t0 - lofs); // new high pixel
|
|
|
|
vec4 cn = texture(samp0, p_t1); // new center pixel
|
|
|
|
vec4 ln = texture(samp0, p_t0 + lofs); // new low pixel
|
|
|
|
|
|
|
|
vec4 ho = texture(samp0, p_t2 - lofs); // old high pixel
|
|
|
|
vec4 co = texture(samp0, p_t3); // old center pixel
|
|
|
|
vec4 lo = texture(samp0, p_t2 + lofs); // old low pixel
|
|
|
|
|
|
|
|
vec3 mh = hn.rgb - ho.rgb; // high pixel motion
|
|
|
|
vec3 mc = cn.rgb - co.rgb; // center pixel motion
|
|
|
|
vec3 ml = ln.rgb - lo.rgb; // low pixel motion
|
|
|
|
|
|
|
|
mh = max(mh, -mh) - motion_thr;
|
|
|
|
mc = max(mc, -mc) - motion_thr;
|
|
|
|
ml = max(ml, -ml) - motion_thr;
|
|
|
|
|
|
|
|
#if 1 // use this code to evaluate each color motion separately
|
|
|
|
float mh_max = max(max(mh.x, mh.y), mh.z);
|
|
|
|
float mc_max = max(max(mc.x, mc.y), mc.z);
|
|
|
|
float ml_max = max(max(ml.x, ml.y), ml.z);
|
|
|
|
#else // use this code to evaluate average color motion
|
|
|
|
float mh_max = mh.x + mh.y + mh.z;
|
|
|
|
float mc_max = mc.x + mc.y + mc.z;
|
|
|
|
float ml_max = ml.x + ml.y + ml.z;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// selecting deinterlacing output
|
|
|
|
|
2022-11-12 22:59:49 +00:00
|
|
|
if ((vpos & 1) != field) // output coordinate present on current field
|
2022-11-12 11:20:09 +00:00
|
|
|
{
|
|
|
|
// output coordinate present on current field
|
|
|
|
o_col0 = texture(samp0, p_t0);
|
|
|
|
}
|
|
|
|
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
|
|
|
|
{
|
|
|
|
// top and bottom lines are always weaved
|
|
|
|
o_col0 = cn;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// missing line needs to be reconstructed
|
|
|
|
if(((mh_max > 0.0f) || (ml_max > 0.0f)) || (mc_max > 0.0f))
|
|
|
|
{
|
|
|
|
// high motion -> interpolate pixels above and below
|
|
|
|
o_col0 = (hn + ln) / 2.0f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// low motion -> weave
|
|
|
|
o_col0 = cn;
|
|
|
|
}
|
|
|
|
}
|
2022-11-05 20:35:06 +00:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2021-10-21 08:45:27 +00:00
|
|
|
#endif
|