Gaussian blur shader, gaussian resampler, more resamplers

Hey, that’s a nice idea! Looks like a smart resampler.

4 Likes

This example looks like a really nice antialiasing effect :grinning:

4 Likes

Here are the shader files with some presets for the “new” Lanczos resampler.

Download link:

https://mega.nz/file/whAlFDYJ#H68MzUoJxR7jmppfQU3mTuVAQKKHjwJOIVuabKaAPVc

It’s a two pass composition, but can be also used separately if needed.

The benefits are that filter range can be adjusted, which can be really nice for downsampling…

Good use cases:

  • downsampling to a low resolution
  • downsampling super-sampled sources to viewport
  • antialiasing scaled graphics (xbr, scalefx…)
  • edge smoothing on high resolution content (PSX, PS2, DC,…)
  • can be also used as an ordinary resampler
6 Likes

I was looking at screenshots from my CRT to better match what it does on filtering, and i think windowed are the closest indeed.

raw screenshot

After applied gaussian on GIMP to “remove” mask etc to view shapes better.

bright pixels definitely enlarge, mostly horizontally “shaping” a kind of curve, or “spikes” to better describe it

3 Likes

Tested here and they worked as expected! Very useful for downsampling! Congrats!

3 Likes

Tried with ps1 @1080p internal resolution,

  • filter range 3.5
  • sharpness 1.3
  • downsample 5

“240p” content

raw

shader on

with “hi res” content I like double scan ON

raw

shader on

:+1:

3 Likes

As single pass resamplers have some benefits, i have developed a new “g-sharp2” single pass resampler.

Compared with the first version, the benefits are:

  • much faster with same filter range (approx 2x)
  • better image processing
  • can be much faster with downsampling (due to range boost with same # of lookups)

@HyperspaceMadness can you do some “DREZ” testings? Should do quite better then the first version. I belive it could be a good upgrade.

Edit: 2-pass version added.

Screenie (2-pass version):

Edit: 2-pass version tweak, better AR

Download link:

https://mega.nz/file/4kxVhawQ#N_GMHOnzqudbX4vL3jkyRmomYlDIrKGsgJDr1AaNVrU

10 Likes

That’s a nice flexible shader. Is there any possibility to derivate some fast bilateral from these ones? I think we lack more bilateral options for now.

1 Like

Hey @Hyllian (and everybody else interested), can you test it a bit? Should run nicely with base resolution. I added some options, so it isn’t so boring. :smiley:

#version 450

/*
   Bilateral filter - dynamic range (upscaler, downsampler)
   
   Copyright (C) 2024 guest(r)

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program 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 General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
   
*/ 

layout(push_constant) uniform Push
{
	vec4 SourceSize;
	vec4 OriginalSize;
	vec4 OutputSize;
	uint FrameCount;
	float FRANGE;
	float FBSMOOTH;
	float FBOOST;
} params;


#pragma parameter FRANGE "Filter Range" 1.0 0.5 5.0 0.5
#define FRANGE params.FRANGE

#pragma parameter FBSMOOTH "Filter Base Smoothing" 0.55 0.05 1.0 0.025
#define FBSMOOTH params.FBSMOOTH

#pragma parameter FBOOST "Boost Smoothing w. dist" 0.0 0.0 5.0 0.25
#define FBOOST params.FBOOST


layout(std140, set = 0, binding = 0) uniform UBO
{
	mat4 MVP;
} global;

#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;

void main()
{
   gl_Position = global.MVP * Position;
   vTexCoord = TexCoord * 1.00001;
}

#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;

#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize


float wt(vec3 A, vec3 B)
{	
	return clamp(FBSMOOTH - ((6.0+0.25)/3.0) * dot(pow(abs(A-B),vec3(1.0/1.0)),1.0.xxx)/(dot(A+B,1.0.xxx)+0.25), 0.0001, 0.25);
}

float getw(float x, vec3 c, vec3 p)
{
	float y = max(2.0-x, 0.0) + FBOOST;
	float d = wt(c,p);
	return y*d;
}

void main()
{
	vec2 pos = vTexCoord * SourceSize.xy;
	vec2 f =  0.5-fract(pos);
	vec2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
	vec3 color = 0.0.xxx;
	vec2 dx  = vec2(SourceSize.z, 0.0);
	vec2 dy  = vec2(0.0, SourceSize.w);
	
	float w, fp;
	float wsum = 0.0;
	vec3 pixel;
	float FPR = FRANGE;
	float FPR2 = 2.0*FPR;
	float FPR3 = FPR2*FPR2;
	float LOOPSIZE = FPR2;	
	float y = -LOOPSIZE;
	float x = 0.0;
	vec3 comp = COMPAT_TEXTURE(Source, tex).rgb;
	
	do
	{
		x = -LOOPSIZE;
	
		do
		{
			fp = dot(vec2(x+f.x,y+f.y),vec2(x+f.x,y+f.y));
			if (fp >= FPR3) w = 0.0;
			else
			{
				pixel  = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb;		
				fp = sqrt(fp)/FPR;
				w = getw(fp,comp,pixel);				
				color = color + w * pixel;
				wsum   = wsum + w;
			}
			x = x + 1.0;
			
		} while (x <= LOOPSIZE);
		
		y = y + 1.0;
		
	} while (y <= LOOPSIZE);

	color = color / wsum;
	
	FragColor = vec4(color, 1.0);
}
3 Likes

Hey! Nice shader! I just tested here and it works great! For my tests and taste, the most sane options for me (tested with survival games) were these:

#pragma parameter FRANGE “Filter Range” 0.5 0.5 5.0 0.5 #pragma parameter FBSMOOTH “Filter Base Smoothing” 0.50 0.05 1.0 0.025 #pragma parameter FBOOST “Boost Smoothing w. dist” 1.0 0.0 5.0 0.25

I try to adjust the parameters to get rid of noise and let texture alone.

For instance, you can spot the transition between the sidewalk and the wall/door clearly at the original image here:

Resident-Evil-2-Dual-Shock-Ver-USA-Disc-1-231207-134212-240430-072259

Using default params they are blended:

Resident-Evil-2-Dual-Shock-Ver-USA-Disc-1-231207-134212-240430-072307

Using 0.5, 0.5 and 1.0 you can still see the transition between sidewalk and wall/door:

Resident-Evil-2-Dual-Shock-Ver-USA-Disc-1-231207-134212-240430-072509

2 Likes

Thanks for testing!

The shader framework is OK i guess, but the effect largely depends on the metric. Please feel free to add something different (the float wt(vec3 A, vec3 B) function), maybe it could look better…

2 Likes

Small but nice update to g-sharp_resampler 2.0.

Small speed gains with somewhat nicer appearance.

Update:

  • filtering quality improvements
  • kernel optimizations, notable performance increase
  • dedithering (source-1x) preset added, needs some parameter tweaks

Download link:

https://mega.nz/file/U1YHmIzS#KDhQceABx9g4oYvf3HkNHANTymyGt0X3fUDYIxDeXFg

5 Likes

I made a slightly change to the wt formula and I think it preserves more some details. No idea if it’s just placebo, though. Using luma to calc intensity differences instead adding color channels:

float wt(vec3 A, vec3 B)
{	
//	return clamp(FBSMOOTH - ((6.0+0.25)/3.0) * dot(pow(abs(A-B),vec3(1.0/1.0)),1.0.xxx)/(dot(A+B,1.0.xxx)+0.25), 0.0001, 0.25);

	return clamp(FBSMOOTH - ((6.0+0.25)/1.0) * dot(pow(abs(A-B),vec3(1.0/1.0)),luma)/(dot(A+B,luma)+0.25), 0.0001, 0.25);
}

EDIT: seeing some more examples now, I think it isn’t better or worse, just different. First formula prioritize color changes and the second, luma changes.

2 Likes