#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 { vec4 ZrH; }; layout(set = 0, binding = 0) uniform sampler2D samp0; // Weave shader #ifdef ps_main0 void ps_main0() { const int idx = int(ZrH.x); // buffer index passed from CPU const int field = idx & 1; // current field const int vpos = int(gl_FragCoord.y); // vertical position of destination texture if ((vpos & 1) == field) o_col0 = texture(samp0, v_tex); else discard; } #endif // Bob shader #ifdef ps_main1 void ps_main1() { o_col0 = texture(samp0, v_tex); } #endif // Blend shader #ifdef ps_main2 void ps_main2() { vec2 vstep = vec2(0.0f, ZrH.y); vec4 c0 = texture(samp0, v_tex - vstep); vec4 c1 = texture(samp0, v_tex); vec4 c2 = texture(samp0, v_tex + vstep); o_col0 = (c0 + c1 * 2.0f + c2) / 4.0f; } #endif // MAD shader - buffering #ifdef ps_main3 void ps_main3() { // 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 const int idx = int(ZrH.x); // buffer index passed from CPU const int bank = idx >> 1; // current bank const int field = idx & 1; // current field const int vres = int(ZrH.z) >> 1; // vertical resolution of source texture 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 if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field)) o_col0 = texture(samp0, iptr); else discard; } #endif // MAD shader - reconstruction #ifdef ps_main4 void ps_main4() { // we use the contents of the MAD frame buffer to reconstruct the missing lines from the current // field. const int idx = int(ZrH.x); // buffer index passed from CPU 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 const vec2 lofs = vec2(0.0f, ZrH.y) * vscale; // distance between two adjacent lines relative to source texture size 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 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: p_t0 = iptr; p_t1 = iptr + bofs; p_t2 = iptr + bofs; p_t3 = iptr; 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 if ((vpos & 1) == field) // output coordinate present on current field { // 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; } } #endif #endif