傲世三国之三分天下-高清HD加强版
This commit is contained in:
337
Shaders/xbrz/xbrz-freescale-multipass.glsl
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337
Shaders/xbrz/xbrz-freescale-multipass.glsl
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/*
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Hyllian's xBR-vertex code and texel mapping
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Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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||||
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
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||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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// This shader also uses code and/or concepts from xBRZ as it appears
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// in the Desmume source code. The license for which is as follows:
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// ****************************************************************************
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// * This file is part of the HqMAME project. It is distributed under *
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// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
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// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
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// * *
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// * Additionally and as a special exception, the author gives permission *
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// * to link the code of this program with the MAME library (or with modified *
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// * versions of MAME that use the same license as MAME), and distribute *
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// * linked combinations including the two. You must obey the GNU General *
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// * Public License in all respects for all of the code used other than MAME. *
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// * If you modify this file, you may extend this exception to your version *
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// * of the file, but you are not obligated to do so. If you do not wish to *
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// * do so, delete this exception statement from your version. *
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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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vec4 _oPosition1;
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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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// compatibility #defines
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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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gl_Position = MVPMatrix * VertexCoord;
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TEX0.xy = TexCoord.xy * 1.0001;
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}
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#elif defined(FRAGMENT)
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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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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out COMPAT_PRECISION 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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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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// in variables go here as COMPAT_VARYING whatever
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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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#define BLEND_NONE 0
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#define BLEND_NORMAL 1
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#define BLEND_DOMINANT 2
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#define LUMINANCE_WEIGHT 1.0
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#define EQUAL_COLOR_TOLERANCE 30.0/255.0
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#define STEEP_DIRECTION_THRESHOLD 2.2
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#define DOMINANT_DIRECTION_THRESHOLD 3.6
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float DistYCbCr(vec3 pixA, vec3 pixB)
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{
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const vec3 w = vec3(0.2627, 0.6780, 0.0593);
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const float scaleB = 0.5 / (1.0 - w.b);
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const float scaleR = 0.5 / (1.0 - w.r);
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vec3 diff = pixA - pixB;
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float Y = dot(diff.rgb, w);
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float Cb = scaleB * (diff.b - Y);
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float Cr = scaleR * (diff.r - Y);
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return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
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}
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bool IsPixEqual(const vec3 pixA, const vec3 pixB)
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{
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return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
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}
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float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
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{
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vec2 P0 = center - origin;
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vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
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vec2 distv = P0 - proj;
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vec2 orth = vec2(-direction.y, direction.x);
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float side = sign(dot(P0, orth));
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float v = side * length(distv * scale);
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// return step(0, v);
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return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
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}
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#define eq(a,b) (a == b)
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#define neq(a,b) (a != b)
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#define P(x,y) COMPAT_TEXTURE(Source, coord + SourceSize.zw * vec2(x, y)).rgb
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void main()
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{
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//---------------------------------------
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// Input Pixel Mapping: -|x|x|x|-
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// x|A|B|C|x
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// x|D|E|F|x
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// x|G|H|I|x
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// -|x|x|x|-
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vec2 pos = fract(vTexCoord * SourceSize.xy) - vec2(0.5, 0.5);
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vec2 coord = vTexCoord - pos * SourceSize.zw;
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vec3 A = P(-1.,-1.);
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vec3 B = P( 0.,-1.);
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vec3 C = P( 1.,-1.);
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vec3 D = P(-1., 0.);
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vec3 E = P( 0., 0.);
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vec3 F = P( 1., 0.);
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vec3 G = P(-1., 1.);
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vec3 H = P( 0., 1.);
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vec3 I = P( 1., 1.);
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// blendResult Mapping: x|y|
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// w|z|
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ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
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// Preprocess corners
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// Pixel Tap Mapping: -|-|-|-|-
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// -|-|B|C|-
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// -|D|E|F|x
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// -|G|H|I|x
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// -|-|x|x|-
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if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
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{
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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));
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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));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
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blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: -|-|-|-|-
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// -|A|B|-|-
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// x|D|E|F|-
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// x|G|H|I|-
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// -|x|x|-|-
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if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
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{
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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));
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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));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
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blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: -|-|x|x|-
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// -|A|B|C|x
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// -|D|E|F|x
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// -|-|H|I|-
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// -|-|-|-|-
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if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
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{
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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));
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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));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
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blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: -|x|x|-|-
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// x|A|B|C|-
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// x|D|E|F|-
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// -|G|H|-|-
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// -|-|-|-|-
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if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
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{
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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));
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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));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
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blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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FragColor = vec4(blendResult);
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// Pixel Tap Mapping: -|-|-|-|-
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// -|-|B|C|-
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// -|D|E|F|x
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// -|G|H|I|x
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// -|-|x|x|-
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if(blendResult.z == BLEND_DOMINANT || (blendResult.z == BLEND_NORMAL &&
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!((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
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(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I)))))
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{
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FragColor.z += 4.0;
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float dist_F_G = DistYCbCr(F, G);
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float dist_H_C = DistYCbCr(H, C);
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if((STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G))
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FragColor.z += 16.0;
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if((STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C))
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FragColor.z += 64.0;
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}
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// Pixel Tap Mapping: -|-|-|-|-
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// -|A|B|-|-
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// x|D|E|F|-
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// x|G|H|I|-
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// -|x|x|-|-
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if(blendResult.w == BLEND_DOMINANT || (blendResult.w == BLEND_NORMAL &&
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!((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
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(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G)))))
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{
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FragColor.w += 4.0;
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float dist_H_A = DistYCbCr(H, A);
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float dist_D_I = DistYCbCr(D, I);
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if((STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A))
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FragColor.w += 16.0;
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if((STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I))
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FragColor.w += 64.0;
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}
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// Pixel Tap Mapping: -|-|x|x|-
|
||||
// -|A|B|C|x
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||||
// -|D|E|F|x
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||||
// -|-|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)))))
|
||||
{
|
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FragColor.y += 4.0;
|
||||
|
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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;
|
||||
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||||
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
|
||||
277
Shaders/xbrz/xbrz-freescale-multipass.glsl.pass1
Normal file
277
Shaders/xbrz/xbrz-freescale-multipass.glsl.pass1
Normal 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
|
||||
Reference in New Issue
Block a user