傲世三国之三分天下-高清HD加强版
This commit is contained in:
73
Shaders/interpolation/bilinear.glsl
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73
Shaders/interpolation/bilinear.glsl
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
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TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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void main()
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{
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FragColor = COMPAT_TEXTURE(Texture, TEX0.xy);
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}
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#endif
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137
Shaders/interpolation/catmull-rom-bilinear.glsl
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137
Shaders/interpolation/catmull-rom-bilinear.glsl
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/*
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The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
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Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
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Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
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See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
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ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
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Modified to use 5 texture fetches
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*/
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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precision COMPAT_PRECISION float;
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out mediump vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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void main()
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{
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// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
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// location [1, 1] in the grid, where [0, 0] is the top left corner.
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vec2 samplePos = vTexCoord * SourceSize.xy;
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vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
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// Compute the fractional offset from our starting texel to our original sample location, which we'll
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// feed into the Catmull-Rom spline function to get our filter weights.
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vec2 f = samplePos - texPos1;
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// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
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// These equations are pre-expanded based on our knowledge of where the texels will be located,
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// which lets us avoid having to evaluate a piece-wise function.
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vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
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vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
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vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
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vec2 w3 = f * f * (-0.5 + 0.5 * f);
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// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
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// simultaneously evaluate the middle 2 samples from the 4x4 grid.
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vec2 w12 = w1 + w2;
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vec2 offset12 = w2 / (w1 + w2);
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// Compute the final UV coordinates we'll use for sampling the texture
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vec2 texPos0 = texPos1 - 1.;
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vec2 texPos3 = texPos1 + 2.;
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vec2 texPos12 = texPos1 + offset12;
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texPos0 *= SourceSize.zw;
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texPos3 *= SourceSize.zw;
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texPos12 *= SourceSize.zw;
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float wtm = w12.x * w0.y;
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float wml = w0.x * w12.y;
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float wmm = w12.x * w12.y;
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float wmr = w3.x * w12.y;
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float wbm = w12.x * w3.y;
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vec3 result = vec3(0.0f);
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result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;
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result += COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;
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result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;
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result += COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;
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result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;
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FragColor = vec4(result * (1./(wtm+wml+wmm+wmr+wbm)), 1.0);
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}
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#endif
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324
Shaders/interpolation/fsr.glsl
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324
Shaders/interpolation/fsr.glsl
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@@ -0,0 +1,324 @@
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/*
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FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
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Ported from https://www.shadertoy.com/view/stXSWB, MIT license
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*/
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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vec3 FsrEasuCF(vec2 p) {
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return COMPAT_TEXTURE(Source,p).rgb;
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}
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/**** EASU ****/
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void FsrEasuCon(
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out vec4 con0,
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out vec4 con1,
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out vec4 con2,
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out vec4 con3,
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// This the rendered image resolution being upscaled
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vec2 inputViewportInPixels,
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// This is the resolution of the resource containing the input image (useful for dynamic resolution)
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vec2 inputSizeInPixels,
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// This is the display resolution which the input image gets upscaled to
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vec2 outputSizeInPixels
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)
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{
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// Output integer position to a pixel position in viewport.
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con0 = vec4(
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inputViewportInPixels.x/outputSizeInPixels.x,
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inputViewportInPixels.y/outputSizeInPixels.y,
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.5*inputViewportInPixels.x/outputSizeInPixels.x-.5,
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.5*inputViewportInPixels.y/outputSizeInPixels.y-.5
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);
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// Viewport pixel position to normalized image space.
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// This is used to get upper-left of 'F' tap.
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con1 = vec4(1,1,1,-1)/inputSizeInPixels.xyxy;
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// Centers of gather4, first offset from upper-left of 'F'.
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// +---+---+
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// | | |
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// +--(0)--+
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// | b | c |
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// +---F---+---+---+
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// | e | f | g | h |
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// +--(1)--+--(2)--+
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// | i | j | k | l |
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// +---+---+---+---+
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// | n | o |
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// +--(3)--+
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// | | |
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// +---+---+
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// These are from (0) instead of 'F'.
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con2 = vec4(-1,2,1,2)/inputSizeInPixels.xyxy;
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con3 = vec4(0,4,0,0)/inputSizeInPixels.xyxy;
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}
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// Filtering for a given tap for the scalar.
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void FsrEasuTapF(
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inout vec3 aC, // Accumulated color, with negative lobe.
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inout float aW, // Accumulated weight.
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vec2 off, // Pixel offset from resolve position to tap.
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vec2 dir, // Gradient direction.
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vec2 len, // Length.
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float lob, // Negative lobe strength.
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float clp, // Clipping point.
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vec3 c
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)
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{
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// Tap color.
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// Rotate offset by direction.
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vec2 v = vec2(dot(off, dir), dot(off,vec2(-dir.y,dir.x)));
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// Anisotropy.
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v *= len;
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// Compute distance^2.
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float d2 = min(dot(v,v),clp);
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// Limit to the window as at corner, 2 taps can easily be outside.
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// Approximation of lancos2 without sin() or rcp(), or sqrt() to get x.
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// (25/16 * (2/5 * x^2 - 1)^2 - (25/16 - 1)) * (1/4 * x^2 - 1)^2
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// |_______________________________________| |_______________|
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// base window
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// The general form of the 'base' is,
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// (a*(b*x^2-1)^2-(a-1))
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// Where 'a=1/(2*b-b^2)' and 'b' moves around the negative lobe.
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float wB = .4 * d2 - 1.;
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float wA = lob * d2 -1.;
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wB *= wB;
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wA *= wA;
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wB = 1.5625*wB-.5625;
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float w= wB * wA;
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// Do weighted average.
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aC += c*w;
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aW += w;
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}
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//------------------------------------------------------------------------------------------------------------------------------
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// Accumulate direction and length.
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void FsrEasuSetF(
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inout vec2 dir,
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inout float len,
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float w,
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float lA,float lB,float lC,float lD,float lE
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)
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{
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// Direction is the '+' diff.
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// a
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// b c d
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// e
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// Then takes magnitude from abs average of both sides of 'c'.
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// Length converts gradient reversal to 0, smoothly to non-reversal at 1, shaped, then adding horz and vert terms.
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float lenX = max(abs(lD - lC), abs(lC - lB));
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float dirX = lD - lB;
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dir.x += dirX * w;
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lenX = clamp(abs(dirX)/lenX,0.,1.);
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lenX *= lenX;
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len += lenX * w;
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// Repeat for the y axis.
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float lenY = max(abs(lE - lC), abs(lC - lA));
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float dirY = lE - lA;
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dir.y += dirY * w;
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lenY = clamp(abs(dirY) / lenY,0.,1.);
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lenY *= lenY;
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len += lenY * w;
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}
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//------------------------------------------------------------------------------------------------------------------------------
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void FsrEasuF(
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out vec3 pix,
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vec2 ip, // Integer pixel position in output.
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// Constants generated by FsrEasuCon().
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vec4 con0, // xy = output to input scale, zw = first pixel offset correction
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vec4 con1,
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vec4 con2,
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vec4 con3
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||||
)
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{
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//------------------------------------------------------------------------------------------------------------------------------
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// Get position of 'f'.
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vec2 pp = ip * con0.xy + con0.zw; // Corresponding input pixel/subpixel
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vec2 fp = floor(pp);// fp = source nearest pixel
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pp -= fp; // pp = source subpixel
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//------------------------------------------------------------------------------------------------------------------------------
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// 12-tap kernel.
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// b c
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// e f g h
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// i j k l
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// n o
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// Gather 4 ordering.
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// a b
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// r g
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vec2 p0 = fp * con1.xy + con1.zw;
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// These are from p0 to avoid pulling two constants on pre-Navi hardware.
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vec2 p1 = p0 + con2.xy;
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vec2 p2 = p0 + con2.zw;
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vec2 p3 = p0 + con3.xy;
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// TextureGather is not available on WebGL2
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vec4 off = vec4(-.5,.5,-.5,.5)*con1.xxyy;
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// textureGather to texture offsets
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||||
// x=west y=east z=north w=south
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vec3 bC = FsrEasuCF(p0 + off.xw); float bL = bC.g + 0.5 *(bC.r + bC.b);
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vec3 cC = FsrEasuCF(p0 + off.yw); float cL = cC.g + 0.5 *(cC.r + cC.b);
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vec3 iC = FsrEasuCF(p1 + off.xw); float iL = iC.g + 0.5 *(iC.r + iC.b);
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||||
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
|
||||
178
Shaders/interpolation/fsr.glsl.pass1
Normal file
178
Shaders/interpolation/fsr.glsl.pass1
Normal file
@@ -0,0 +1,178 @@
|
||||
/*
|
||||
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
|
||||
202
Shaders/interpolation/jinc2-dedither.glsl
Normal file
202
Shaders/interpolation/jinc2-dedither.glsl
Normal file
@@ -0,0 +1,202 @@
|
||||
/*
|
||||
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
|
||||
205
Shaders/interpolation/lanczos2-sharp.glsl
Normal file
205
Shaders/interpolation/lanczos2-sharp.glsl
Normal file
@@ -0,0 +1,205 @@
|
||||
/*
|
||||
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
|
||||
Reference in New Issue
Block a user