傲世三国之三分天下-高清HD加强版

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sma11case
2026-01-03 12:00:01 +08:00
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//_____________________________/\_______________________________
//==============================================================
//
//
// [CRTS] PUBLIC DOMAIN CRT-STYLED SCALAR - 20180120b
//
// by Timothy Lottes
// https://www.shadertoy.com/view/MtSfRK
// adapted for RetroArch by hunterk
//
//
//==============================================================
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//_____________________________/\_______________________________
//==============================================================
//
// WHAT'S NEW
//
//--------------------------------------------------------------
// Evolution of prior shadertoy example
//--------------------------------------------------------------
// This one is semi-optimized
// - Less texture fetches
// - Didn't get to instruction level optimization
// - Could likely use texture fetch to generate phosphor mask
//--------------------------------------------------------------
// Added options to disable unused features
//--------------------------------------------------------------
// Added in exposure matching
// - Given scan-line effect and mask always darkens image
// - Uses generalized tonemapper to boost mid-level
// - Note this can compress highlights
// - And won't get back peak brightness
// - But best option if one doesn't want as much darkening
//--------------------------------------------------------------
// Includes option saturation and contrast controls
//--------------------------------------------------------------
// Added in subtractive aperture grille
// - This is a bit brighter than prior
//--------------------------------------------------------------
// Make sure input to this filter is already low-resolution
// - This is not designed to work on titles doing the following
// - Rendering to hi-res with nearest sampling
//--------------------------------------------------------------
// Added a fast and more pixely option for 2 tap/pixel
//--------------------------------------------------------------
// Improved the vignette when WARP is enabled
//--------------------------------------------------------------
// Didn't test HLSL or CPU options
// - Will incorportate patches if they are broken
// - But out of time to try them myself
//==============================================================
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//_____________________________/\_______________________________
//==============================================================
//
// LICENSE = UNLICENSE (aka PUBLIC DOMAIN)
//
//--------------------------------------------------------------
// This is free and unencumbered software released into the
// public domain.
//--------------------------------------------------------------
// Anyone is free to copy, modify, publish, use, compile, sell,
// or distribute this software, either in source code form or as
// a compiled binary, for any purpose, commercial or
// non-commercial, and by any means.
//--------------------------------------------------------------
// In jurisdictions that recognize copyright laws, the author or
// authors of this software dedicate any and all copyright
// interest in the software to the public domain. We make this
// dedication for the benefit of the public at large and to the
// detriment of our heirs and successors. We intend this
// dedication to be an overt act of relinquishment in perpetuity
// of all present and future rights to this software under
// copyright law.
//--------------------------------------------------------------
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
// KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT
// OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//--------------------------------------------------------------
// For more information, please refer to
// <http://unlicense.org/>
//==============================================================
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
#pragma parameter MASK "Mask Type" 1.0 0.0 3.0 1.0
#pragma parameter MASK_INTENSITY "Mask Intensity" 0.5 0.0 1.0 0.05
#pragma parameter SCANLINE_THINNESS "Scanline Intensity" 0.5 0.0 1.0 0.1
#pragma parameter SCAN_BLUR "Sharpness" 2.5 1.0 3.0 0.1
#pragma parameter CURVATURE "Curvature" 0.02 0.0 0.25 0.01
#pragma parameter TRINITRON_CURVE "Trinitron-style Curve" 0.0 0.0 1.0 1.0
#pragma parameter CORNER "Corner Round" 3.0 0.0 11.0 1.0
#pragma parameter CRT_GAMMA "CRT Gamma" 2.4 0.0 51.0 0.1
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float CRT_GAMMA;
uniform COMPAT_PRECISION float SCANLINE_THINNESS;
uniform COMPAT_PRECISION float SCAN_BLUR;
uniform COMPAT_PRECISION float MASK_INTENSITY;
uniform COMPAT_PRECISION float CURVATURE;
uniform COMPAT_PRECISION float CORNER;
uniform COMPAT_PRECISION float MASK;
uniform COMPAT_PRECISION float TRINITRON_CURVE;
#else
#define CRT_GAMMA 2.4
#define SCANLINE_THINNESS 0.5
#define SCAN_BLUR 2.5
#define MASK_INTENSITY 0.54
#define CURVATURE 0.00
#define CORNER 3.0
#define MASK 1.0
#define TRINITRON_CURVE 0.0
#endif
//_____________________________/\_______________________________
//==============================================================
//
// GAMMA FUNCTIONS
//
//--------------------------------------------------------------
//--------------------------------------------------------------
// Since shadertoy doesn't have sRGB textures
// And we need linear input into shader
// Don't do this in your code
float FromSrgb1(float c){
return (c<=0.04045)?c*(1.0/12.92):
pow(c*(1.0/1.055)+(0.055/1.055),CRT_GAMMA);}
//--------------------------------------------------------------
vec3 FromSrgb(vec3 c){return vec3(
FromSrgb1(c.r),FromSrgb1(c.g),FromSrgb1(c.b));}
// Convert from linear to sRGB
// Since shader toy output is not linear
float ToSrgb1(float c){
return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
//--------------------------------------------------------------
vec3 ToSrgb(vec3 c){return vec3(
ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
//--------------------------------------------------------------
//_____________________________/\_______________________________
//==============================================================
//
// DEFINES
//
//--------------------------------------------------------------
// CRTS_CPU - CPU code
// CRTS_GPU - GPU code
//--------------------------------------------------------------
// CRTS_GLSL - GLSL
// CRTS_HLSL - HLSL (not tested yet)
//--------------------------------------------------------------
// CRTS_DEBUG - Define to see on/off split screen
//--------------------------------------------------------------
// CRTS_WARP - Apply screen warp
//--------------------------------------------------------------
// CRTS_2_TAP - Faster very pixely 2-tap filter (off is 8)
//--------------------------------------------------------------
// CRTS_MASK_GRILLE - Aperture grille (aka Trinitron)
// CRTS_MASK_GRILLE_LITE - Brighter (subtractive channels)
// CRTS_MASK_NONE - No mask
// CRTS_MASK_SHADOW - Horizontally stretched shadow mask
//--------------------------------------------------------------
// CRTS_TONE - Normalize mid-level and process color
// CRTS_CONTRAST - Process color - enable contrast control
// CRTS_SATURATION - Process color - enable saturation control
//--------------------------------------------------------------
#define CRTS_STATIC
#define CrtsPow
#define CRTS_RESTRICT
//==============================================================
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//==============================================================
// SETUP FOR CRTS
//--------------------------------------------------------------
//==============================================================
//#define CRTS_DEBUG 1
#define CRTS_GPU 1
#define CRTS_GLSL 1
//--------------------------------------------------------------
//#define CRTS_2_TAP 1
//--------------------------------------------------------------
#define CRTS_TONE 1
#define CRTS_CONTRAST 0
#define CRTS_SATURATION 0
//--------------------------------------------------------------
#define CRTS_WARP 1
//--------------------------------------------------------------
// Try different masks -> moved to runtime parameters
//#define CRTS_MASK_GRILLE 1
//#define CRTS_MASK_GRILLE_LITE 1
//#define CRTS_MASK_NONE 1
//#define CRTS_MASK_SHADOW 1
//--------------------------------------------------------------
// Scanline thinness
// 0.50 = fused scanlines
// 0.70 = recommended default
// 1.00 = thinner scanlines (too thin)
#define INPUT_THIN 0.5 + (0.5 * SCANLINE_THINNESS)
//--------------------------------------------------------------
// Horizonal scan blur
// -3.0 = pixely
// -2.5 = default
// -2.0 = smooth
// -1.0 = too blurry
#define INPUT_BLUR -1.0 * SCAN_BLUR
//--------------------------------------------------------------
// Shadow mask effect, ranges from,
// 0.25 = large amount of mask (not recommended, too dark)
// 0.50 = recommended default
// 1.00 = no shadow mask
#define INPUT_MASK 1.0 - MASK_INTENSITY
//--------------------------------------------------------------
#define INPUT_X InputSize.x
#define INPUT_Y InputSize.y
//--------------------------------------------------------------
// Setup the function which returns input image color
vec3 CrtsFetch(vec2 uv){
// For shadertoy, scale to get native texels in the image
uv*=vec2(INPUT_X,INPUT_Y)/TextureSize.xy;
// Move towards intersting parts
// uv+=vec2(0.5,0.5);
// Non-shadertoy case would not have the color conversion
return FromSrgb(COMPAT_TEXTURE(Texture,uv.xy,-16.0).rgb);}
#endif
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//_____________________________/\_______________________________
//==============================================================
//
// GPU CODE
//
//==============================================================
#ifdef CRTS_GPU
//_____________________________/\_______________________________
//==============================================================
// PORTABILITY
//==============================================================
#ifdef CRTS_GLSL
#define CrtsF1 float
#define CrtsF2 vec2
#define CrtsF3 vec3
#define CrtsF4 vec4
#define CrtsFractF1 fract
#define CrtsRcpF1(x) (1.0/(x))
#define CrtsSatF1(x) clamp((x),0.0,1.0)
//--------------------------------------------------------------
CrtsF1 CrtsMax3F1(CrtsF1 a,CrtsF1 b,CrtsF1 c){
return max(a,max(b,c));}
#endif
//==============================================================
#ifdef CRTS_HLSL
#define CrtsF1 float
#define CrtsF2 float2
#define CrtsF3 float3
#define CrtsF4 float4
#define CrtsFractF1 frac
#define CrtsRcpF1(x) (1.0/(x))
#define CrtsSatF1(x) saturate(x)
//--------------------------------------------------------------
CrtsF1 CrtsMax3F1(CrtsF1 a,CrtsF1 b,CrtsF1 c){
return max(a,max(b,c));}
#endif
//_____________________________/\_______________________________
//==============================================================
// TONAL CONTROL CONSTANT GENERATION
//--------------------------------------------------------------
// This is in here for rapid prototyping
// Please use the CPU code and pass in as constants
//==============================================================
CrtsF4 CrtsTone(
CrtsF1 contrast,
CrtsF1 saturation,
CrtsF1 thin,
CrtsF1 mask){
//--------------------------------------------------------------
if(MASK == 0.0) mask=1.0;
//--------------------------------------------------------------
if(MASK == 1.0){
// Normal R mask is {1.0,mask,mask}
// LITE R mask is {mask,1.0,1.0}
mask=0.5+mask*0.5;
}
//--------------------------------------------------------------
CrtsF4 ret;
CrtsF1 midOut=0.18/((1.5-thin)*(0.5*mask+0.5));
CrtsF1 pMidIn=pow(0.18,contrast);
ret.x=contrast;
ret.y=((-pMidIn)+midOut)/((1.0-pMidIn)*midOut);
ret.z=((-pMidIn)*midOut+pMidIn)/(midOut*(-pMidIn)+midOut);
ret.w=contrast+saturation;
return ret;}
//_____________________________/\_______________________________
//==============================================================
// MASK
//--------------------------------------------------------------
// Letting LCD/OLED pixel elements function like CRT phosphors
// So "phosphor" resolution scales with display resolution
//--------------------------------------------------------------
// Not applying any warp to the mask (want high frequency)
// Real aperture grille has a mask which gets wider on ends
// Not attempting to be "real" but instead look the best
//--------------------------------------------------------------
// Shadow mask is stretched horizontally
// RRGGBB
// GBBRRG
// RRGGBB
// This tends to look better on LCDs than vertical
// Also 2 pixel width is required to get triad centered
//--------------------------------------------------------------
// The LITE version of the Aperture Grille is brighter
// Uses {dark,1.0,1.0} for R channel
// Non LITE version uses {1.0,dark,dark}
//--------------------------------------------------------------
// 'pos' - This is 'fragCoord.xy'
// Pixel {0,0} should be {0.5,0.5}
// Pixel {1,1} should be {1.5,1.5}
//--------------------------------------------------------------
// 'dark' - Exposure of of masked channel
// 0.0=fully off, 1.0=no effect
//==============================================================
CrtsF3 CrtsMask(CrtsF2 pos,CrtsF1 dark){
if(MASK == 2.0){
CrtsF3 m=CrtsF3(dark,dark,dark);
CrtsF1 x=CrtsFractF1(pos.x*(1.0/3.0));
if(x<(1.0/3.0))m.r=1.0;
else if(x<(2.0/3.0))m.g=1.0;
else m.b=1.0;
return m;
}
//--------------------------------------------------------------
if(MASK == 1.0){
CrtsF3 m=CrtsF3(1.0,1.0,1.0);
CrtsF1 x=CrtsFractF1(pos.x*(1.0/3.0));
if(x<(1.0/3.0))m.r=dark;
else if(x<(2.0/3.0))m.g=dark;
else m.b=dark;
return m;
}
//--------------------------------------------------------------
if(MASK == 0.0){
return CrtsF3(1.0,1.0,1.0);
}
//--------------------------------------------------------------
if(MASK == 3.0){
pos.x+=pos.y*2.9999;
CrtsF3 m=CrtsF3(dark,dark,dark);
CrtsF1 x=CrtsFractF1(pos.x*(1.0/6.0));
if(x<(1.0/3.0))m.r=1.0;
else if(x<(2.0/3.0))m.g=1.0;
else m.b=1.0;
return m;
}
}
//_____________________________/\_______________________________
//==============================================================
// FILTER ENTRY
//--------------------------------------------------------------
// Input must be linear
// Output color is linear
//--------------------------------------------------------------
// Must have fetch function setup: CrtsF3 CrtsFetch(CrtsF2 uv)
// - The 'uv' range is {0.0 to 1.0} for input texture
// - Output of this must be linear color
//--------------------------------------------------------------
// SCANLINE MATH & AUTO-EXPOSURE NOTES
// ===================================
// Each output line has contribution from at most 2 scanlines
// Scanlines are shaped by a windowed cosine function
// This shape blends together well with only 2 lines of overlap
//--------------------------------------------------------------
// Base scanline intensity is as follows
// which leaves output intensity range from {0 to 1.0}
// --------
// thin := range {thick 0.5 to thin 1.0}
// off := range {0.0 to <1.0},
// sub-pixel offset between two scanlines
// --------
// a0=cos(min(0.5, off *thin)*2pi)*0.5+0.5;
// a1=cos(min(0.5,(1.0-off)*thin)*2pi)*0.5+0.5;
//--------------------------------------------------------------
// This leads to a image darkening factor of roughly:
// {(1.5-thin)/1.0}
// This is further reduced by the mask:
// {1.0/2.0+mask*1.0/2.0}
// Reciprocal of combined effect is used for auto-exposure
// to scale up the mid-level in the tonemapper
//==============================================================
CrtsF3 CrtsFilter(
//--------------------------------------------------------------
// SV_POSITION, fragCoord.xy
CrtsF2 ipos,
//--------------------------------------------------------------
// inputSize / outputSize (in pixels)
CrtsF2 inputSizeDivOutputSize,
//--------------------------------------------------------------
// 0.5 * inputSize (in pixels)
CrtsF2 halfInputSize,
//--------------------------------------------------------------
// 1.0 / inputSize (in pixels)
CrtsF2 rcpInputSize,
//--------------------------------------------------------------
// 1.0 / outputSize (in pixels)
CrtsF2 rcpOutputSize,
//--------------------------------------------------------------
// 2.0 / outputSize (in pixels)
CrtsF2 twoDivOutputSize,
//--------------------------------------------------------------
// inputSize.y
CrtsF1 inputHeight,
//--------------------------------------------------------------
// Warp scanlines but not phosphor mask
// 0.0 = no warp
// 1.0/64.0 = light warping
// 1.0/32.0 = more warping
// Want x and y warping to be different (based on aspect)
CrtsF2 warp,
//--------------------------------------------------------------
// Scanline thinness
// 0.50 = fused scanlines
// 0.70 = recommended default
// 1.00 = thinner scanlines (too thin)
// Shared with CrtsTone() function
CrtsF1 thin,
//--------------------------------------------------------------
// Horizonal scan blur
// -3.0 = pixely
// -2.5 = default
// -2.0 = smooth
// -1.0 = too blurry
CrtsF1 blur,
//--------------------------------------------------------------
// Shadow mask effect, ranges from,
// 0.25 = large amount of mask (not recommended, too dark)
// 0.50 = recommended default
// 1.00 = no shadow mask
// Shared with CrtsTone() function
CrtsF1 mask,
//--------------------------------------------------------------
// Tonal curve parameters generated by CrtsTone()
CrtsF4 tone
//--------------------------------------------------------------
){
//--------------------------------------------------------------
#ifdef CRTS_DEBUG
CrtsF2 uv=ipos*rcpOutputSize;
// Show second half processed, and first half un-processed
if(uv.x<0.5){
// Force nearest to get squares
uv*=1.0/rcpInputSize;
uv=floor(uv)+CrtsF2(0.5,0.5);
uv*=rcpInputSize;
CrtsF3 color=CrtsFetch(uv);
return color;}
#endif
//--------------------------------------------------------------
// Optional apply warp
CrtsF2 pos;
#ifdef CRTS_WARP
// Convert to {-1 to 1} range
pos=ipos*twoDivOutputSize-CrtsF2(1.0,1.0);
// Distort pushes image outside {-1 to 1} range
pos*=CrtsF2(
1.0+(pos.y*pos.y)*warp.x,
1.0+(pos.x*pos.x)*warp.y);
// TODO: Vignette needs optimization
CrtsF1 vin=(1.0-(
(1.0-CrtsSatF1(pos.x*pos.x))*(1.0-CrtsSatF1(pos.y*pos.y)))) * (0.998 + (0.001 * CORNER));
vin=CrtsSatF1((-vin)*inputHeight+inputHeight);
// Leave in {0 to inputSize}
pos=pos*halfInputSize+halfInputSize;
#else
pos=ipos*inputSizeDivOutputSize;
#endif
//--------------------------------------------------------------
// Snap to center of first scanline
CrtsF1 y0=floor(pos.y-0.5)+0.5;
#ifdef CRTS_2_TAP
// Using Inigo's "Improved Texture Interpolation"
// http://iquilezles.org/www/articles/texture/texture.htm
pos.x+=0.5;
CrtsF1 xi=floor(pos.x);
CrtsF1 xf=pos.x-xi;
xf=xf*xf*xf*(xf*(xf*6.0-15.0)+10.0);
CrtsF1 x0=xi+xf-0.5;
CrtsF2 p=CrtsF2(x0*rcpInputSize.x,y0*rcpInputSize.y);
// Coordinate adjusted bilinear fetch from 2 nearest scanlines
CrtsF3 colA=CrtsFetch(p);
p.y+=rcpInputSize.y;
CrtsF3 colB=CrtsFetch(p);
#else
// Snap to center of one of four pixels
CrtsF1 x0=floor(pos.x-1.5)+0.5;
// Inital UV position
CrtsF2 p=CrtsF2(x0*rcpInputSize.x,y0*rcpInputSize.y);
// Fetch 4 nearest texels from 2 nearest scanlines
CrtsF3 colA0=CrtsFetch(p);
p.x+=rcpInputSize.x;
CrtsF3 colA1=CrtsFetch(p);
p.x+=rcpInputSize.x;
CrtsF3 colA2=CrtsFetch(p);
p.x+=rcpInputSize.x;
CrtsF3 colA3=CrtsFetch(p);
p.y+=rcpInputSize.y;
CrtsF3 colB3=CrtsFetch(p);
p.x-=rcpInputSize.x;
CrtsF3 colB2=CrtsFetch(p);
p.x-=rcpInputSize.x;
CrtsF3 colB1=CrtsFetch(p);
p.x-=rcpInputSize.x;
CrtsF3 colB0=CrtsFetch(p);
#endif
//--------------------------------------------------------------
// Vertical filter
// Scanline intensity is using sine wave
// Easy filter window and integral used later in exposure
CrtsF1 off=pos.y-y0;
CrtsF1 pi2=6.28318530717958;
CrtsF1 hlf=0.5;
CrtsF1 scanA=cos(min(0.5, off *thin )*pi2)*hlf+hlf;
CrtsF1 scanB=cos(min(0.5,(-off)*thin+thin)*pi2)*hlf+hlf;
//--------------------------------------------------------------
#ifdef CRTS_2_TAP
#ifdef CRTS_WARP
// Get rid of wrong pixels on edge
scanA*=vin;
scanB*=vin;
#endif
// Apply vertical filter
CrtsF3 color=(colA*scanA)+(colB*scanB);
#else
// Horizontal kernel is simple gaussian filter
CrtsF1 off0=pos.x-x0;
CrtsF1 off1=off0-1.0;
CrtsF1 off2=off0-2.0;
CrtsF1 off3=off0-3.0;
CrtsF1 pix0=exp2(blur*off0*off0);
CrtsF1 pix1=exp2(blur*off1*off1);
CrtsF1 pix2=exp2(blur*off2*off2);
CrtsF1 pix3=exp2(blur*off3*off3);
CrtsF1 pixT=CrtsRcpF1(pix0+pix1+pix2+pix3);
#ifdef CRTS_WARP
// Get rid of wrong pixels on edge
pixT*=vin;
#endif
scanA*=pixT;
scanB*=pixT;
// Apply horizontal and vertical filters
CrtsF3 color=
(colA0*pix0+colA1*pix1+colA2*pix2+colA3*pix3)*scanA +
(colB0*pix0+colB1*pix1+colB2*pix2+colB3*pix3)*scanB;
#endif
//--------------------------------------------------------------
// Apply phosphor mask
color*=CrtsMask(ipos,mask);
//--------------------------------------------------------------
// Optional color processing
#ifdef CRTS_TONE
// Tonal control, start by protecting from /0
CrtsF1 peak=max(1.0/(256.0*65536.0),
CrtsMax3F1(color.r,color.g,color.b));
// Compute the ratios of {R,G,B}
CrtsF3 ratio=color*CrtsRcpF1(peak);
// Apply tonal curve to peak value
#ifdef CRTS_CONTRAST
peak=pow(peak,tone.x);
#endif
peak=peak*CrtsRcpF1(peak*tone.y+tone.z);
// Apply saturation
#ifdef CRTS_SATURATION
ratio=pow(ratio,CrtsF3(tone.w,tone.w,tone.w));
#endif
// Reconstruct color
return ratio*peak;
#else
return color;
#endif
//--------------------------------------------------------------
}
void main()
{
vec2 warp_factor;
warp_factor.x = CURVATURE;
warp_factor.y = (3.0 / 4.0) * warp_factor.x; // assume 4:3 aspect
warp_factor.x *= (1.0 - TRINITRON_CURVE);
FragColor.rgb = CrtsFilter(vTexCoord.xy * OutputSize.xy*(TextureSize.xy / InputSize.xy),
InputSize.xy / OutputSize.xy,
InputSize.xy * vec2(0.5,0.5),
1.0/InputSize.xy,
1.0/OutputSize.xy,
2.0/OutputSize.xy,
InputSize.y,
warp_factor,
INPUT_THIN,
INPUT_BLUR,
INPUT_MASK,
CrtsTone(1.0,0.0,INPUT_THIN,INPUT_MASK));
// Shadertoy outputs non-linear color
FragColor.rgb=ToSrgb(FragColor.rgb);
}
#endif

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#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
void main()
{
FragColor = COMPAT_TEXTURE(Texture, TEX0.xy);
}
#endif

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/*
The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
Modified to use 5 texture fetches
*/
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision COMPAT_PRECISION float;
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out mediump vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
vec2 samplePos = vTexCoord * SourceSize.xy;
vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
// Compute the fractional offset from our starting texel to our original sample location, which we'll
// feed into the Catmull-Rom spline function to get our filter weights.
vec2 f = samplePos - texPos1;
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
// These equations are pre-expanded based on our knowledge of where the texels will be located,
// which lets us avoid having to evaluate a piece-wise function.
vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
vec2 w3 = f * f * (-0.5 + 0.5 * f);
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
vec2 w12 = w1 + w2;
vec2 offset12 = w2 / (w1 + w2);
// Compute the final UV coordinates we'll use for sampling the texture
vec2 texPos0 = texPos1 - 1.;
vec2 texPos3 = texPos1 + 2.;
vec2 texPos12 = texPos1 + offset12;
texPos0 *= SourceSize.zw;
texPos3 *= SourceSize.zw;
texPos12 *= SourceSize.zw;
float wtm = w12.x * w0.y;
float wml = w0.x * w12.y;
float wmm = w12.x * w12.y;
float wmr = w3.x * w12.y;
float wbm = w12.x * w3.y;
vec3 result = vec3(0.0f);
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;
result += COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;
result += COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;
FragColor = vec4(result * (1./(wtm+wml+wmm+wmr+wbm)), 1.0);
}
#endif

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/*
FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
Ported from https://www.shadertoy.com/view/stXSWB, MIT license
*/
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
vec3 FsrEasuCF(vec2 p) {
return COMPAT_TEXTURE(Source,p).rgb;
}
/**** EASU ****/
void FsrEasuCon(
out vec4 con0,
out vec4 con1,
out vec4 con2,
out vec4 con3,
// This the rendered image resolution being upscaled
vec2 inputViewportInPixels,
// This is the resolution of the resource containing the input image (useful for dynamic resolution)
vec2 inputSizeInPixels,
// This is the display resolution which the input image gets upscaled to
vec2 outputSizeInPixels
)
{
// Output integer position to a pixel position in viewport.
con0 = vec4(
inputViewportInPixels.x/outputSizeInPixels.x,
inputViewportInPixels.y/outputSizeInPixels.y,
.5*inputViewportInPixels.x/outputSizeInPixels.x-.5,
.5*inputViewportInPixels.y/outputSizeInPixels.y-.5
);
// Viewport pixel position to normalized image space.
// This is used to get upper-left of 'F' tap.
con1 = vec4(1,1,1,-1)/inputSizeInPixels.xyxy;
// Centers of gather4, first offset from upper-left of 'F'.
// +---+---+
// | | |
// +--(0)--+
// | b | c |
// +---F---+---+---+
// | e | f | g | h |
// +--(1)--+--(2)--+
// | i | j | k | l |
// +---+---+---+---+
// | n | o |
// +--(3)--+
// | | |
// +---+---+
// These are from (0) instead of 'F'.
con2 = vec4(-1,2,1,2)/inputSizeInPixels.xyxy;
con3 = vec4(0,4,0,0)/inputSizeInPixels.xyxy;
}
// Filtering for a given tap for the scalar.
void FsrEasuTapF(
inout vec3 aC, // Accumulated color, with negative lobe.
inout float aW, // Accumulated weight.
vec2 off, // Pixel offset from resolve position to tap.
vec2 dir, // Gradient direction.
vec2 len, // Length.
float lob, // Negative lobe strength.
float clp, // Clipping point.
vec3 c
)
{
// Tap color.
// Rotate offset by direction.
vec2 v = vec2(dot(off, dir), dot(off,vec2(-dir.y,dir.x)));
// Anisotropy.
v *= len;
// Compute distance^2.
float d2 = min(dot(v,v),clp);
// Limit to the window as at corner, 2 taps can easily be outside.
// Approximation of lancos2 without sin() or rcp(), or sqrt() to get x.
// (25/16 * (2/5 * x^2 - 1)^2 - (25/16 - 1)) * (1/4 * x^2 - 1)^2
// |_______________________________________| |_______________|
// base window
// The general form of the 'base' is,
// (a*(b*x^2-1)^2-(a-1))
// Where 'a=1/(2*b-b^2)' and 'b' moves around the negative lobe.
float wB = .4 * d2 - 1.;
float wA = lob * d2 -1.;
wB *= wB;
wA *= wA;
wB = 1.5625*wB-.5625;
float w= wB * wA;
// Do weighted average.
aC += c*w;
aW += w;
}
//------------------------------------------------------------------------------------------------------------------------------
// Accumulate direction and length.
void FsrEasuSetF(
inout vec2 dir,
inout float len,
float w,
float lA,float lB,float lC,float lD,float lE
)
{
// Direction is the '+' diff.
// a
// b c d
// e
// Then takes magnitude from abs average of both sides of 'c'.
// Length converts gradient reversal to 0, smoothly to non-reversal at 1, shaped, then adding horz and vert terms.
float lenX = max(abs(lD - lC), abs(lC - lB));
float dirX = lD - lB;
dir.x += dirX * w;
lenX = clamp(abs(dirX)/lenX,0.,1.);
lenX *= lenX;
len += lenX * w;
// Repeat for the y axis.
float lenY = max(abs(lE - lC), abs(lC - lA));
float dirY = lE - lA;
dir.y += dirY * w;
lenY = clamp(abs(dirY) / lenY,0.,1.);
lenY *= lenY;
len += lenY * w;
}
//------------------------------------------------------------------------------------------------------------------------------
void FsrEasuF(
out vec3 pix,
vec2 ip, // Integer pixel position in output.
// Constants generated by FsrEasuCon().
vec4 con0, // xy = output to input scale, zw = first pixel offset correction
vec4 con1,
vec4 con2,
vec4 con3
)
{
//------------------------------------------------------------------------------------------------------------------------------
// Get position of 'f'.
vec2 pp = ip * con0.xy + con0.zw; // Corresponding input pixel/subpixel
vec2 fp = floor(pp);// fp = source nearest pixel
pp -= fp; // pp = source subpixel
//------------------------------------------------------------------------------------------------------------------------------
// 12-tap kernel.
// b c
// e f g h
// i j k l
// n o
// Gather 4 ordering.
// a b
// r g
vec2 p0 = fp * con1.xy + con1.zw;
// These are from p0 to avoid pulling two constants on pre-Navi hardware.
vec2 p1 = p0 + con2.xy;
vec2 p2 = p0 + con2.zw;
vec2 p3 = p0 + con3.xy;
// TextureGather is not available on WebGL2
vec4 off = vec4(-.5,.5,-.5,.5)*con1.xxyy;
// textureGather to texture offsets
// x=west y=east z=north w=south
vec3 bC = FsrEasuCF(p0 + off.xw); float bL = bC.g + 0.5 *(bC.r + bC.b);
vec3 cC = FsrEasuCF(p0 + off.yw); float cL = cC.g + 0.5 *(cC.r + cC.b);
vec3 iC = FsrEasuCF(p1 + off.xw); float iL = iC.g + 0.5 *(iC.r + iC.b);
vec3 jC = FsrEasuCF(p1 + off.yw); float jL = jC.g + 0.5 *(jC.r + jC.b);
vec3 fC = FsrEasuCF(p1 + off.yz); float fL = fC.g + 0.5 *(fC.r + fC.b);
vec3 eC = FsrEasuCF(p1 + off.xz); float eL = eC.g + 0.5 *(eC.r + eC.b);
vec3 kC = FsrEasuCF(p2 + off.xw); float kL = kC.g + 0.5 *(kC.r + kC.b);
vec3 lC = FsrEasuCF(p2 + off.yw); float lL = lC.g + 0.5 *(lC.r + lC.b);
vec3 hC = FsrEasuCF(p2 + off.yz); float hL = hC.g + 0.5 *(hC.r + hC.b);
vec3 gC = FsrEasuCF(p2 + off.xz); float gL = gC.g + 0.5 *(gC.r + gC.b);
vec3 oC = FsrEasuCF(p3 + off.yz); float oL = oC.g + 0.5 *(oC.r + oC.b);
vec3 nC = FsrEasuCF(p3 + off.xz); float nL = nC.g + 0.5 *(nC.r + nC.b);
//------------------------------------------------------------------------------------------------------------------------------
// Simplest multi-channel approximate luma possible (luma times 2, in 2 FMA/MAD).
// Accumulate for bilinear interpolation.
vec2 dir = vec2(0);
float len = 0.;
FsrEasuSetF(dir, len, (1.-pp.x)*(1.-pp.y), bL, eL, fL, gL, jL);
FsrEasuSetF(dir, len, pp.x *(1.-pp.y), cL, fL, gL, hL, kL);
FsrEasuSetF(dir, len, (1.-pp.x)* pp.y , fL, iL, jL, kL, nL);
FsrEasuSetF(dir, len, pp.x * pp.y , gL, jL, kL, lL, oL);
//------------------------------------------------------------------------------------------------------------------------------
// Normalize with approximation, and cleanup close to zero.
vec2 dir2 = dir * dir;
float dirR = dir2.x + dir2.y;
bool zro = dirR < (1.0/32768.0);
dirR = inversesqrt(dirR);
dirR = zro ? 1.0 : dirR;
dir.x = zro ? 1.0 : dir.x;
dir *= vec2(dirR);
// Transform from {0 to 2} to {0 to 1} range, and shape with square.
len = len * 0.5;
len *= len;
// Stretch kernel {1.0 vert|horz, to sqrt(2.0) on diagonal}.
float stretch = dot(dir,dir) / (max(abs(dir.x), abs(dir.y)));
// Anisotropic length after rotation,
// x := 1.0 lerp to 'stretch' on edges
// y := 1.0 lerp to 2x on edges
vec2 len2 = vec2(1. +(stretch-1.0)*len, 1. -.5 * len);
// Based on the amount of 'edge',
// the window shifts from +/-{sqrt(2.0) to slightly beyond 2.0}.
float lob = .5 - .29 * len;
// Set distance^2 clipping point to the end of the adjustable window.
float clp = 1./lob;
//------------------------------------------------------------------------------------------------------------------------------
// Accumulation mixed with min/max of 4 nearest.
// b c
// e f g h
// i j k l
// n o
vec3 min4 = min(min(fC,gC),min(jC,kC));
vec3 max4 = max(max(fC,gC),max(jC,kC));
// Accumulation.
vec3 aC = vec3(0);
float aW = 0.;
FsrEasuTapF(aC, aW, vec2( 0,-1)-pp, dir, len2, lob, clp, bC);
FsrEasuTapF(aC, aW, vec2( 1,-1)-pp, dir, len2, lob, clp, cC);
FsrEasuTapF(aC, aW, vec2(-1, 1)-pp, dir, len2, lob, clp, iC);
FsrEasuTapF(aC, aW, vec2( 0, 1)-pp, dir, len2, lob, clp, jC);
FsrEasuTapF(aC, aW, vec2( 0, 0)-pp, dir, len2, lob, clp, fC);
FsrEasuTapF(aC, aW, vec2(-1, 0)-pp, dir, len2, lob, clp, eC);
FsrEasuTapF(aC, aW, vec2( 1, 1)-pp, dir, len2, lob, clp, kC);
FsrEasuTapF(aC, aW, vec2( 2, 1)-pp, dir, len2, lob, clp, lC);
FsrEasuTapF(aC, aW, vec2( 2, 0)-pp, dir, len2, lob, clp, hC);
FsrEasuTapF(aC, aW, vec2( 1, 0)-pp, dir, len2, lob, clp, gC);
FsrEasuTapF(aC, aW, vec2( 1, 2)-pp, dir, len2, lob, clp, oC);
FsrEasuTapF(aC, aW, vec2( 0, 2)-pp, dir, len2, lob, clp, nC);
//------------------------------------------------------------------------------------------------------------------------------
// Normalize and dering.
pix=min(max4,max(min4,aC/aW));
}
void main()
{
vec3 c;
vec4 con0,con1,con2,con3;
vec2 fragCoord = vTexCoord.xy * OutputSize.xy;
FsrEasuCon(
con0, con1, con2, con3, SourceSize.xy, SourceSize.xy, OutputSize.xy
);
FsrEasuF(c, fragCoord, con0, con1, con2, con3);
FragColor = vec4(c.xyz, 1);
}
#endif

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/*
FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
Ported from https://www.shadertoy.com/view/stXSWB, MIT license
*/
#pragma parameter FSR_SHARPENING "FSR RCAS Sharpening Amount (Lower = Sharper)" 0.6 0.0 2.0 0.1
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float FSR_SHARPENING;
#else
#define FSR_SHARPENING 0.6
#endif
#define FSR_RCAS_LIMIT (0.25-(1.0/16.0))
//#define FSR_RCAS_DENOISE
// Input callback prototypes that need to be implemented by calling shader
vec4 FsrRcasLoadF(vec2 p);
//------------------------------------------------------------------------------------------------------------------------------
void FsrRcasCon(
out float con,
// The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
float sharpness
){
// Transform from stops to linear value.
con = exp2(-sharpness);
}
vec3 FsrRcasF(
vec2 ip, // Integer pixel position in output.
float con
)
{
// Constant generated by RcasSetup().
// Algorithm uses minimal 3x3 pixel neighborhood.
// b
// d e f
// h
vec2 sp = vec2(ip);
vec3 b = FsrRcasLoadF(sp + vec2( 0,-1)).rgb;
vec3 d = FsrRcasLoadF(sp + vec2(-1, 0)).rgb;
vec3 e = FsrRcasLoadF(sp).rgb;
vec3 f = FsrRcasLoadF(sp+vec2( 1, 0)).rgb;
vec3 h = FsrRcasLoadF(sp+vec2( 0, 1)).rgb;
// Luma times 2.
float bL = b.g + .5 * (b.b + b.r);
float dL = d.g + .5 * (d.b + d.r);
float eL = e.g + .5 * (e.b + e.r);
float fL = f.g + .5 * (f.b + f.r);
float hL = h.g + .5 * (h.b + h.r);
// Noise detection.
float nz = .25 * (bL + dL + fL + hL) - eL;
nz=clamp(
abs(nz)
/(
max(max(bL,dL),max(eL,max(fL,hL)))
-min(min(bL,dL),min(eL,min(fL,hL)))
),
0., 1.
);
nz=1.-.5*nz;
// Min and max of ring.
vec3 mn4 = min(b, min(f, h));
vec3 mx4 = max(b, max(f, h));
// Immediate constants for peak range.
vec2 peakC = vec2(1., -4.);
// Limiters, these need to be high precision RCPs.
vec3 hitMin = mn4 / (4. * mx4);
vec3 hitMax = (peakC.x - mx4) / (4.* mn4 + peakC.y);
vec3 lobeRGB = max(-hitMin, hitMax);
float lobe = max(
-FSR_RCAS_LIMIT,
min(max(lobeRGB.r, max(lobeRGB.g, lobeRGB.b)), 0.)
)*con;
// Apply noise removal.
#ifdef FSR_RCAS_DENOISE
lobe *= nz;
#endif
// Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
return (lobe * (b + d + h + f) + e) / (4. * lobe + 1.);
}
vec4 FsrRcasLoadF(vec2 p) {
return COMPAT_TEXTURE(Source,p/OutputSize.xy);
}
void main()
{
vec2 fragCoord = vTexCoord.xy * OutputSize.xy;
// Set up constants
float con;
FsrRcasCon(con, FSR_SHARPENING);
// Perform RCAS pass
vec3 col = FsrRcasF(fragCoord, con);
FragColor = vec4(col,1);
}
#endif

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/*
Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
Copyright (C) 2011-2016 Hyllian/Jararaca - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#define JINC2_WINDOW_SINC 0.405
#define JINC2_SINC 0.79
#define JINC2_AR_STRENGTH 0.8
#define texCoord TEX0
#if defined(VERTEX)
#if __VERSION__ >= 130
#define OUT out
#define IN in
#define tex2D texture
#else
#define OUT varying
#define IN attribute
#define tex2D texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
IN vec4 VertexCoord;
IN vec4 Color;
IN vec2 TexCoord;
OUT vec4 color;
OUT vec2 texCoord;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
color = Color;
texCoord = TexCoord * 1.0001;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define IN in
#define tex2D texture
out vec4 FragColor;
#else
#define IN varying
#define FragColor gl_FragColor
#define tex2D texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D s_p;
IN vec2 texCoord;
const float halfpi = 1.5707963267948966192313216916398;
const float pi = 3.1415926535897932384626433832795;
const float wa = JINC2_WINDOW_SINC*pi;
const float wb = JINC2_SINC*pi;
// Calculates the distance between two points
float d(vec2 pt1, vec2 pt2)
{
vec2 v = pt2 - pt1;
return sqrt(dot(v,v));
}
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return min(a, min(b, min(c, d)));
}
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return max(a, max(b, max(c, d)));
}
vec4 resampler(vec4 x)
{
vec4 res;
res = (x==vec4(0.0, 0.0, 0.0, 0.0)) ? vec4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
return res;
}
void main()
{
vec3 color;
vec4 weights[4];
vec2 dx = vec2(1.0, 0.0);
vec2 dy = vec2(0.0, 1.0);
vec2 pc = texCoord*TextureSize;
vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
dx = dx/TextureSize;
dy = dy/TextureSize;
tc = tc/TextureSize;
vec3 c00 = tex2D(s_p, tc -dx -dy).xyz;
vec3 c10 = tex2D(s_p, tc -dy).xyz;
vec3 c20 = tex2D(s_p, tc +dx -dy).xyz;
vec3 c30 = tex2D(s_p, tc+2.0*dx -dy).xyz;
vec3 c01 = tex2D(s_p, tc -dx ).xyz;
vec3 c11 = tex2D(s_p, tc ).xyz;
vec3 c21 = tex2D(s_p, tc +dx ).xyz;
vec3 c31 = tex2D(s_p, tc+2.0*dx ).xyz;
vec3 c02 = tex2D(s_p, tc -dx +dy).xyz;
vec3 c12 = tex2D(s_p, tc +dy).xyz;
vec3 c22 = tex2D(s_p, tc +dx +dy).xyz;
vec3 c32 = tex2D(s_p, tc+2.0*dx +dy).xyz;
vec3 c03 = tex2D(s_p, tc -dx+2.0*dy).xyz;
vec3 c13 = tex2D(s_p, tc +2.0*dy).xyz;
vec3 c23 = tex2D(s_p, tc +dx+2.0*dy).xyz;
vec3 c33 = tex2D(s_p, tc+2.0*dx+2.0*dy).xyz;
color = tex2D(s_p, texCoord).xyz;
// Get min/max samples
vec3 min_sample = min4(c11, c21, c12, c22);
vec3 max_sample = max4(c11, c21, c12, c22);
/*
color = mat4x3(c00, c10, c20, c30) * weights[0];
color+= mat4x3(c01, c11, c21, c31) * weights[1];
color+= mat4x3(c02, c12, c22, c32) * weights[2];
color+= mat4x3(c03, c13, c23, c33) * weights[3];
mat4 wgts = mat4(weights[0], weights[1], weights[2], weights[3]);
vec4 wsum = wgts * vec4(1.0,1.0,1.0,1.0);
color = color/(dot(wsum, vec4(1.0,1.0,1.0,1.0)));
*/
color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));
color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));
color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));
color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));
color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));
// Anti-ringing
vec3 aux = color;
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, JINC2_AR_STRENGTH);
// final sum and weight normalization
FragColor.xyz = color;
}
#endif

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/*
Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
Copyright (C) 2011-2016 Hyllian/Jararaca - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#define JINC2_WINDOW_SINC 0.5
#define JINC2_SINC 1.0
#define JINC2_AR_STRENGTH 0.8
#define texCoord TEX0
#if defined(VERTEX)
#if __VERSION__ >= 130
#define OUT out
#define IN in
#define tex2D texture
#else
#define OUT varying
#define IN attribute
#define tex2D texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
IN vec4 VertexCoord;
IN vec4 Color;
IN vec2 TexCoord;
OUT vec4 color;
OUT vec2 texCoord;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
color = Color;
texCoord = TexCoord;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define IN in
#define tex2D texture
out vec4 FragColor;
#else
#define IN varying
#define FragColor gl_FragColor
#define tex2D texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D s_p;
IN vec2 texCoord;
const float halfpi = 1.5707963267948966192313216916398;
const float pi = 3.1415926535897932384626433832795;
const float wa = JINC2_WINDOW_SINC*pi;
const float wb = JINC2_SINC*pi;
// Calculates the distance between two points
float d(vec2 pt1, vec2 pt2)
{
vec2 v = pt2 - pt1;
return sqrt(dot(v,v));
}
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return min(a, min(b, min(c, d)));
}
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return max(a, max(b, max(c, d)));
}
vec4 resampler(vec4 x)
{
vec4 res;
res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
return res;
}
void main()
{
vec3 color;
vec4 weights[4];
vec2 dx = vec2(1.0, 0.0);
vec2 dy = vec2(0.0, 1.0);
vec2 pc = texCoord*TextureSize;
vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
dx = dx/TextureSize;
dy = dy/TextureSize;
tc = tc/TextureSize;
vec3 c00 = tex2D(s_p, tc -dx -dy).xyz;
vec3 c10 = tex2D(s_p, tc -dy).xyz;
vec3 c20 = tex2D(s_p, tc +dx -dy).xyz;
vec3 c30 = tex2D(s_p, tc+2.0*dx -dy).xyz;
vec3 c01 = tex2D(s_p, tc -dx ).xyz;
vec3 c11 = tex2D(s_p, tc ).xyz;
vec3 c21 = tex2D(s_p, tc +dx ).xyz;
vec3 c31 = tex2D(s_p, tc+2.0*dx ).xyz;
vec3 c02 = tex2D(s_p, tc -dx +dy).xyz;
vec3 c12 = tex2D(s_p, tc +dy).xyz;
vec3 c22 = tex2D(s_p, tc +dx +dy).xyz;
vec3 c32 = tex2D(s_p, tc+2.0*dx +dy).xyz;
vec3 c03 = tex2D(s_p, tc -dx+2.0*dy).xyz;
vec3 c13 = tex2D(s_p, tc +2.0*dy).xyz;
vec3 c23 = tex2D(s_p, tc +dx+2.0*dy).xyz;
vec3 c33 = tex2D(s_p, tc+2.0*dx+2.0*dy).xyz;
color = tex2D(s_p, texCoord).xyz;
// Get min/max samples
vec3 min_sample = min4(c11, c21, c12, c22);
vec3 max_sample = max4(c11, c21, c12, c22);
/*
color = mat4x3(c00, c10, c20, c30) * weights[0];
color+= mat4x3(c01, c11, c21, c31) * weights[1];
color+= mat4x3(c02, c12, c22, c32) * weights[2];
color+= mat4x3(c03, c13, c23, c33) * weights[3];
mat4 wgts = mat4(weights[0], weights[1], weights[2], weights[3]);
vec4 wsum = wgts * vec4(1.0,1.0,1.0,1.0);
color = color/(dot(wsum, vec4(1.0,1.0,1.0,1.0)));
*/
color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));
color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));
color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));
color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));
color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));
// Anti-ringing
vec3 aux = color;
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, JINC2_AR_STRENGTH);
// final sum and weight normalization
FragColor.xyz = color;
}
#endif

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#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
void main()
{
FragColor = COMPAT_TEXTURE(Texture, TEX0.xy);
}
#endif

10
Shaders/readme.txt Normal file
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This is a package of pixel shaders intended for old school emulators.
Copyrights are held by the respective authors.
https://github.com/libretro/glsl-shaders
Note: Filename must end with "bilinear.glsl" to enable bilinear hardware filtering (GL_LINEAR)
Extract shader-package.zip to unlock 100+ additional shaders

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@@ -0,0 +1,106 @@
// Parameter lines go here:
#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01
#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01
#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.15 0.0 1.0 0.05
#define pi 3.141592654
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 omega;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
omega = vec2(pi * OutputSize.x, 2.0 * pi * TextureSize.y);
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 omega;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float SCANLINE_BASE_BRIGHTNESS;
uniform COMPAT_PRECISION float SCANLINE_SINE_COMP_A;
uniform COMPAT_PRECISION float SCANLINE_SINE_COMP_B;
#else
#define SCANLINE_BASE_BRIGHTNESS 0.95
#define SCANLINE_SINE_COMP_A 0.0
#define SCANLINE_SINE_COMP_B 0.15
#endif
void main()
{
vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B);
vec3 res = COMPAT_TEXTURE(Source, vTexCoord).xyz;
vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
}
#endif

BIN
Shaders/shader-package.zip Normal file

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/*
FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
Ported from https://www.shadertoy.com/view/stXSWB, MIT license
*/
#pragma parameter FSR_SHARPENING "FSR RCAS Sharpening Amount (Lower = Sharper)" 0.6 0.0 2.0 0.1
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float FSR_SHARPENING;
#else
#define FSR_SHARPENING 0.6
#endif
#define FSR_RCAS_LIMIT (0.25-(1.0/16.0))
//#define FSR_RCAS_DENOISE
// Input callback prototypes that need to be implemented by calling shader
vec4 FsrRcasLoadF(vec2 p);
//------------------------------------------------------------------------------------------------------------------------------
void FsrRcasCon(
out float con,
// The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
float sharpness
){
// Transform from stops to linear value.
con = exp2(-sharpness);
}
vec3 FsrRcasF(
vec2 ip, // Integer pixel position in output.
float con
)
{
// Constant generated by RcasSetup().
// Algorithm uses minimal 3x3 pixel neighborhood.
// b
// d e f
// h
vec2 sp = vec2(ip);
vec3 b = FsrRcasLoadF(sp + vec2( 0,-1)).rgb;
vec3 d = FsrRcasLoadF(sp + vec2(-1, 0)).rgb;
vec3 e = FsrRcasLoadF(sp).rgb;
vec3 f = FsrRcasLoadF(sp+vec2( 1, 0)).rgb;
vec3 h = FsrRcasLoadF(sp+vec2( 0, 1)).rgb;
// Luma times 2.
float bL = b.g + .5 * (b.b + b.r);
float dL = d.g + .5 * (d.b + d.r);
float eL = e.g + .5 * (e.b + e.r);
float fL = f.g + .5 * (f.b + f.r);
float hL = h.g + .5 * (h.b + h.r);
// Noise detection.
float nz = .25 * (bL + dL + fL + hL) - eL;
nz=clamp(
abs(nz)
/(
max(max(bL,dL),max(eL,max(fL,hL)))
-min(min(bL,dL),min(eL,min(fL,hL)))
),
0., 1.
);
nz=1.-.5*nz;
// Min and max of ring.
vec3 mn4 = min(b, min(f, h));
vec3 mx4 = max(b, max(f, h));
// Immediate constants for peak range.
vec2 peakC = vec2(1., -4.);
// Limiters, these need to be high precision RCPs.
vec3 hitMin = mn4 / (4. * mx4);
vec3 hitMax = (peakC.x - mx4) / (4.* mn4 + peakC.y);
vec3 lobeRGB = max(-hitMin, hitMax);
float lobe = max(
-FSR_RCAS_LIMIT,
min(max(lobeRGB.r, max(lobeRGB.g, lobeRGB.b)), 0.)
)*con;
// Apply noise removal.
#ifdef FSR_RCAS_DENOISE
lobe *= nz;
#endif
// Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
return (lobe * (b + d + h + f) + e) / (4. * lobe + 1.);
}
vec4 FsrRcasLoadF(vec2 p) {
return COMPAT_TEXTURE(Source,p/OutputSize.xy);
}
void main()
{
vec2 fragCoord = vTexCoord.xy * OutputSize.xy;
// Set up constants
float con;
FsrRcasCon(con, FSR_SHARPENING);
// Perform RCAS pass
vec3 col = FsrRcasF(fragCoord, con);
FragColor = vec4(col,1);
}
#endif

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#version 130
/*
Hyllian's xBR-lv2-noblend Shader
Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
*/
#pragma parameter XBR_EQ_THRESHOLD "Eq Threshold" 0.6 0.0 2.0 0.1
#pragma parameter XBR_LV2_COEFFICIENT "Lv2 Coefficient" 2.0 1.0 3.0 0.1
#define mul(a,b) (b*a)
// Uncomment just one of the three params below to choose the corner detection
#define CORNER_A
//#define CORNER_B
//#define CORNER_C
//#define CORNER_D
#define lv2_cf XBR_LV2_COEFFICIENT
#define texCoord TEX0
#define t1 TEX1
#define t2 TEX2
#define t3 TEX3
#define t4 TEX4
#define t5 TEX5
#define t6 TEX6
#define t7 TEX7
#if defined(VERTEX)
#if __VERSION__ >= 130
#define OUT out
#define IN in
#define tex2D texture
#else
#define OUT varying
#define IN attribute
#define tex2D texture2D
#endif
#ifdef GL_ES
#define PRECISION mediump
#else
#define PRECISION
#endif
IN vec4 VertexCoord;
IN vec4 Color;
IN vec2 TexCoord;
OUT vec4 color;
OUT vec2 texCoord;
OUT vec4 t1;
OUT vec4 t2;
OUT vec4 t3;
OUT vec4 t4;
OUT vec4 t5;
OUT vec4 t6;
OUT vec4 t7;
uniform mat4 MVPMatrix;
uniform PRECISION int FrameDirection;
uniform PRECISION int FrameCount;
uniform PRECISION vec2 OutputSize;
uniform PRECISION vec2 TextureSize;
uniform PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
color = Color;
float dx = (1.0/TextureSize.x);
float dy = (1.0/TextureSize.y);
texCoord = TexCoord;
texCoord.x *= 1.00000001;
t1 = TexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
t2 = TexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
t3 = TexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
t4 = TexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
t5 = TexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
t6 = TexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
t7 = TexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define IN in
#define tex2D texture
out vec4 FragColor;
#else
#define IN varying
#define FragColor gl_FragColor
#define tex2D texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define PRECISION mediump
#else
#define PRECISION
#endif
uniform PRECISION int FrameDirection;
uniform PRECISION int FrameCount;
uniform PRECISION vec2 OutputSize;
uniform PRECISION vec2 TextureSize;
uniform PRECISION vec2 InputSize;
uniform sampler2D decal;
IN vec2 texCoord;
IN vec4 t1;
IN vec4 t2;
IN vec4 t3;
IN vec4 t4;
IN vec4 t5;
IN vec4 t6;
IN vec4 t7;
#ifdef PARAMETER_UNIFORM
uniform PRECISION float XBR_EQ_THRESHOLD;
uniform PRECISION float XBR_LV2_COEFFICIENT;
#else
#define XBR_EQ_THRESHOLD 0.6
#define XBR_LV2_COEFFICIENT 2.0
#endif
// END PARAMETERS //
const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
// Difference between vector components.
vec4 df(vec4 A, vec4 B)
{
return vec4(abs(A-B));
}
// Compare two vectors and return their components are different.
vec4 diff(vec4 A, vec4 B)
{
return vec4(notEqual(A, B));
}
// Determine if two vector components are equal based on a threshold.
vec4 eq(vec4 A, vec4 B)
{
return (step(df(A, B), vec4(XBR_EQ_THRESHOLD)));
}
// Determine if two vector components are NOT equal based on a threshold.
vec4 neq(vec4 A, vec4 B)
{
return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
}
// Weighted distance.
vec4 wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h, vec4 i, vec4 j, vec4 k, vec4 l)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + df(i,j) + df(k,l) + 2.0*df(g,h));
}
float c_df(vec3 c1, vec3 c2)
{
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
void main()
{
vec4 edri, edr, edr_l, edr_u; // px = pixel, edr = edge detection rule
vec4 irlv1, irlv2l, irlv2u, block_3d;
bvec4 nc, px;
vec4 fx, fx_l, fx_u; // inequations of straight lines.
vec2 fp = fract(texCoord*TextureSize);
vec3 A1 = tex2D(decal, t1.xw ).xyz;
vec3 B1 = tex2D(decal, t1.yw ).xyz;
vec3 C1 = tex2D(decal, t1.zw ).xyz;
vec3 A = tex2D(decal, t2.xw ).xyz;
vec3 B = tex2D(decal, t2.yw ).xyz;
vec3 C = tex2D(decal, t2.zw ).xyz;
vec3 D = tex2D(decal, t3.xw ).xyz;
vec3 E = tex2D(decal, t3.yw ).xyz;
vec3 F = tex2D(decal, t3.zw ).xyz;
vec3 G = tex2D(decal, t4.xw ).xyz;
vec3 H = tex2D(decal, t4.yw ).xyz;
vec3 I = tex2D(decal, t4.zw ).xyz;
vec3 G5 = tex2D(decal, t5.xw ).xyz;
vec3 H5 = tex2D(decal, t5.yw ).xyz;
vec3 I5 = tex2D(decal, t5.zw ).xyz;
vec3 A0 = tex2D(decal, t6.xy ).xyz;
vec3 D0 = tex2D(decal, t6.xz ).xyz;
vec3 G0 = tex2D(decal, t6.xw ).xyz;
vec3 C4 = tex2D(decal, t7.xy ).xyz;
vec3 F4 = tex2D(decal, t7.xz ).xyz;
vec3 I4 = tex2D(decal, t7.xw ).xyz;
vec4 b = mul( mat4x3(B, D, H, F), Y );
vec4 c = mul( mat4x3(C, A, G, I), Y );
vec4 e = mul( mat4x3(E, E, E, E), Y );
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = mul( mat4x3(I4, C1, A0, G5), Y );
vec4 i5 = mul( mat4x3(I5, C4, A1, G0), Y );
vec4 h5 = mul( mat4x3(H5, F4, B1, D0), Y );
vec4 f4 = h5.yzwx;
vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
// These inequations define the line below which interpolation occurs.
fx = vec4(greaterThan(Ao*fp.y+Bo*fp.x, Co));
fx_l = vec4(greaterThan(Ax*fp.y+Bx*fp.x, Cx));
fx_u = vec4(greaterThan(Ay*fp.y+By*fp.x, Cy));
#ifdef CORNER_A
irlv1 = diff(e,f) * diff(e,h);
#endif
#ifdef CORNER_B
irlv1 = (neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c));
#endif
#ifdef CORNER_D
vec4 c1 = i4.yzwx;
vec4 g0 = i5.wxyz;
irlv1 = (neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) * (diff(f,f4) * diff(f,i) + diff(h,h5) * diff(h,i) + diff(h,g) + diff(f,c) + eq(b,c1) * eq(d,g0));
#endif
#ifdef CORNER_C
irlv1 = (neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c));
#endif
irlv2l = diff(e,g) * diff(d,g);
irlv2u = diff(e,c) * diff(b,c);
vec4 wd1 = wd( e, c, g, i, h5, f4, h, f);
vec4 wd2 = wd( h, d, i5, f, i4, b, e, i);
edri = step(wd1, wd2) * irlv1;
edr = step(wd1 + vec4(0.1, 0.1, 0.1, 0.1), wd2) * step(vec4(0.5, 0.5, 0.5, 0.5), irlv1);
edr_l = step( lv2_cf*df(f,g), df(h,c) ) * irlv2l * edr;
edr_u = step( lv2_cf*df(h,c), df(f,g) ) * irlv2u * edr;
nc = bvec4( edr * ( fx + edr_l * (fx_l)) + edr_u * fx_u);
px = lessThanEqual(df(e, f), df(e, h));
vec3 res1 = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : E;
vec3 res2 = nc.w ? px.w ? H : D : nc.z ? px.z ? D : B : nc.y ? px.y ? B : F : E;
vec2 df12 = abs( mul( mat2x3(res1, res2), Y ) - e.xy);
vec3 res = mix(res1, res2, step(df12.x, df12.y));
FragColor.xyz = res;
}
#endif

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/*
Hyllian's xBR-vertex code and texel mapping
Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
// This shader also uses code and/or concepts from xBRZ as it appears
// in the Desmume source code. The license for which is as follows:
// ****************************************************************************
// * This file is part of the HqMAME project. It is distributed under *
// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
// * *
// * Additionally and as a special exception, the author gives permission *
// * to link the code of this program with the MAME library (or with modified *
// * versions of MAME that use the same license as MAME), and distribute *
// * linked combinations including the two. You must obey the GNU General *
// * Public License in all respects for all of the code used other than MAME. *
// * If you modify this file, you may extend this exception to your version *
// * of the file, but you are not obligated to do so. If you do not wish to *
// * do so, delete this exception statement from your version. *
// ****************************************************************************
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy * 1.0001;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// in variables go here as COMPAT_VARYING whatever
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#define BLEND_NONE 0
#define BLEND_NORMAL 1
#define BLEND_DOMINANT 2
#define LUMINANCE_WEIGHT 1.0
#define EQUAL_COLOR_TOLERANCE 30.0/255.0
#define STEEP_DIRECTION_THRESHOLD 2.2
#define DOMINANT_DIRECTION_THRESHOLD 3.6
float DistYCbCr(vec3 pixA, vec3 pixB)
{
const vec3 w = vec3(0.2627, 0.6780, 0.0593);
const float scaleB = 0.5 / (1.0 - w.b);
const float scaleR = 0.5 / (1.0 - w.r);
vec3 diff = pixA - pixB;
float Y = dot(diff.rgb, w);
float Cb = scaleB * (diff.b - Y);
float Cr = scaleR * (diff.r - Y);
return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
}
bool IsPixEqual(const vec3 pixA, const vec3 pixB)
{
return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
}
float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
{
vec2 P0 = center - origin;
vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
vec2 distv = P0 - proj;
vec2 orth = vec2(-direction.y, direction.x);
float side = sign(dot(P0, orth));
float v = side * length(distv * scale);
// return step(0, v);
return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
}
#define eq(a,b) (a == b)
#define neq(a,b) (a != b)
#define P(x,y) COMPAT_TEXTURE(Source, coord + SourceSize.zw * vec2(x, y)).rgb
void main()
{
//---------------------------------------
// Input Pixel Mapping: -|x|x|x|-
// x|A|B|C|x
// x|D|E|F|x
// x|G|H|I|x
// -|x|x|x|-
vec2 pos = fract(vTexCoord * SourceSize.xy) - vec2(0.5, 0.5);
vec2 coord = vTexCoord - pos * SourceSize.zw;
vec3 A = P(-1.,-1.);
vec3 B = P( 0.,-1.);
vec3 C = P( 1.,-1.);
vec3 D = P(-1., 0.);
vec3 E = P( 0., 0.);
vec3 F = P( 1., 0.);
vec3 G = P(-1., 1.);
vec3 H = P( 0., 1.);
vec3 I = P( 1., 1.);
// blendResult Mapping: x|y|
// w|z|
ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
// Preprocess corners
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
{
float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0.,2.), I) + DistYCbCr(I, P(2.,0.)) + (4.0 * DistYCbCr(H, F));
float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1.,2.)) + DistYCbCr(B, F) + DistYCbCr(F, P(2.,1.)) + (4.0 * DistYCbCr(E, I));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
{
float dist_G_E = DistYCbCr(P(-2.,1.) , D) + DistYCbCr(D, B) + DistYCbCr(P(-1.,2.), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
float dist_D_H = DistYCbCr(P(-2.,0.) , G) + DistYCbCr(G, P(0.,2.)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
{
float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1,-2)) + DistYCbCr(H, F) + DistYCbCr(F, P(2.,-1.)) + (4.0 * DistYCbCr(E, C));
float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0.,-2.), C) + DistYCbCr(C, P(2.,0.)) + (4.0 * DistYCbCr(B, F));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
{
float dist_D_B = DistYCbCr(P(-2.,0.), A) + DistYCbCr(A, P(0.,-2.)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
float dist_A_E = DistYCbCr(P(-2.,-1.), D) + DistYCbCr(D, H) + DistYCbCr(P(-1.,-2.), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
FragColor = vec4(blendResult);
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if(blendResult.z == BLEND_DOMINANT || (blendResult.z == BLEND_NORMAL &&
!((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I)))))
{
FragColor.z += 4.0;
float dist_F_G = DistYCbCr(F, G);
float dist_H_C = DistYCbCr(H, C);
if((STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G))
FragColor.z += 16.0;
if((STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C))
FragColor.z += 64.0;
}
// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if(blendResult.w == BLEND_DOMINANT || (blendResult.w == BLEND_NORMAL &&
!((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G)))))
{
FragColor.w += 4.0;
float dist_H_A = DistYCbCr(H, A);
float dist_D_I = DistYCbCr(D, I);
if((STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A))
FragColor.w += 16.0;
if((STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I))
FragColor.w += 64.0;
}
// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if(blendResult.y == BLEND_DOMINANT || (blendResult.y == BLEND_NORMAL &&
!((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
(IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C)))))
{
FragColor.y += 4.0;
float dist_B_I = DistYCbCr(B, I);
float dist_F_A = DistYCbCr(F, A);
if((STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I))
FragColor.y += 16.0;
if((STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A))
FragColor.y += 64.0;
}
// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if(blendResult.x == BLEND_DOMINANT || (blendResult.x == BLEND_NORMAL &&
!((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
(IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A)))))
{
FragColor.x += 4.0;
float dist_D_C = DistYCbCr(D, C);
float dist_B_G = DistYCbCr(B, G);
if((STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C))
FragColor.x += 16.0;
if((STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G))
FragColor.x += 64.0;
}
FragColor /= 255.0;
}
#endif

View File

@@ -0,0 +1,277 @@
/*
Hyllian's xBR-vertex code and texel mapping
Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
// This shader also uses code and/or concepts from xBRZ as it appears
// in the Desmume source code. The license for which is as follows:
// ****************************************************************************
// * This file is part of the HqMAME project. It is distributed under *
// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
// * *
// * Additionally and as a special exception, the author gives permission *
// * to link the code of this program with the MAME library (or with modified *
// * versions of MAME that use the same license as MAME), and distribute *
// * linked combinations including the two. You must obey the GNU General *
// * Public License in all respects for all of the code used other than MAME. *
// * If you modify this file, you may extend this exception to your version *
// * of the file, but you are not obligated to do so. If you do not wish to *
// * do so, delete this exception statement from your version. *
// ****************************************************************************
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy * 1.0001;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
uniform sampler2D PassPrev2Texture;
uniform COMPAT_PRECISION vec2 PassPrev2TextureSize;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#define OriginalSize vec4(PassPrev2TextureSize, 1.0 / PassPrev2TextureSize)
#define BLEND_NONE 0.
#define BLEND_NORMAL 1.
#define BLEND_DOMINANT 2.
#define LUMINANCE_WEIGHT 1.0
#define EQUAL_COLOR_TOLERANCE 30.0/255.0
#define STEEP_DIRECTION_THRESHOLD 2.2
#define DOMINANT_DIRECTION_THRESHOLD 3.6
float DistYCbCr(vec3 pixA, vec3 pixB)
{
const vec3 w = vec3(0.2627, 0.6780, 0.0593);
const float scaleB = 0.5 / (1.0 - w.b);
const float scaleR = 0.5 / (1.0 - w.r);
vec3 diff = pixA - pixB;
float Y = dot(diff.rgb, w);
float Cb = scaleB * (diff.b - Y);
float Cr = scaleR * (diff.r - Y);
return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
}
bool IsPixEqual(const vec3 pixA, const vec3 pixB)
{
return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
}
float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
{
vec2 P0 = center - origin;
vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
vec2 distv = P0 - proj;
vec2 orth = vec2(-direction.y, direction.x);
float side = sign(dot(P0, orth));
float v = side * length(distv * scale);
// return step(0, v);
return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
}
#define eq(a,b) (a == b)
#define neq(a,b) (a != b)
#define P(x,y) COMPAT_TEXTURE(PassPrev2Texture, coord + OriginalSize.zw * vec2(x, y)).rgb
void main()
{
//---------------------------------------
// Input Pixel Mapping: -|B|-
// D|E|F
// -|H|-
vec2 scale = OutputSize.xy * OriginalSize.zw;
vec2 pos = fract(vTexCoord * OriginalSize.xy) - vec2(0.5, 0.5);
vec2 coord = vTexCoord - pos * OriginalSize.zw;
vec3 B = P( 0.,-1.);
vec3 D = P(-1., 0.);
vec3 E = P( 0., 0.);
vec3 F = P( 1., 0.);
vec3 H = P( 0., 1.);
vec4 info = floor(COMPAT_TEXTURE(Source, coord) * 255.0 + 0.5);
// info Mapping: x|y|
// w|z|
vec4 blendResult = floor(mod(info, 4.0));
vec4 doLineBlend = floor(mod(info / 4.0, 4.0));
vec4 haveShallowLine = floor(mod(info / 16.0, 4.0));
vec4 haveSteepLine = floor(mod(info / 64.0, 4.0));
vec3 res = E;
// Pixel Tap Mapping: -|-|-
// -|E|F
// -|H|-
if(blendResult.z > BLEND_NONE)
{
vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
vec2 direction = vec2(1.0, -1.0);
if(doLineBlend.z > 0.0)
{
origin = haveShallowLine.z > 0.0? vec2(0.0, 0.25) : vec2(0.0, 0.5);
direction.x += haveShallowLine.z;
direction.y -= haveSteepLine.z;
}
vec3 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|-|-
// D|E|-
// -|H|-
if(blendResult.w > BLEND_NONE)
{
vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
vec2 direction = vec2(1.0, 1.0);
if(doLineBlend.w > 0.0)
{
origin = haveShallowLine.w > 0.0? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
direction.y += haveShallowLine.w;
direction.x += haveSteepLine.w;
}
vec3 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|B|-
// -|E|F
// -|-|-
if(blendResult.y > BLEND_NONE)
{
vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
vec2 direction = vec2(-1.0, -1.0);
if(doLineBlend.y > 0.0)
{
origin = haveShallowLine.y > 0.0? vec2(0.25, 0.0) : vec2(0.5, 0.0);
direction.y -= haveShallowLine.y;
direction.x -= haveSteepLine.y;
}
vec3 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|B|-
// D|E|-
// -|-|-
if(blendResult.x > BLEND_NONE)
{
vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
vec2 direction = vec2(-1.0, 1.0);
if(doLineBlend.x > 0.0)
{
origin = haveShallowLine.x > 0.0? vec2(0.0, -0.25) : vec2(0.0, -0.5);
direction.x -= haveShallowLine.x;
direction.y += haveSteepLine.x;
}
vec3 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
FragColor = vec4(res, 1.0);
}
#endif