fix hq2x shader (fixes #2160)
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@ -0,0 +1,84 @@
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//Yeah, I'm sorry this uses really old non-generic attributes
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//that's just how old this code is; support on ancient graphics cards is helpful
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uniform struct
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{
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vec2 video_size;
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vec2 texture_size;
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vec2 output_size;
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} IN;
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#ifdef VERTEX
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uniform mat4 modelViewProj;
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void main()
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{
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gl_Position = modelViewProj * gl_Vertex;
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vec2 texsize = IN.texture_size;
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vec2 delta = 0.5 / texsize;
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float dx = delta.x;
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float dy = delta.y;
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gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + vec2(-dx, -dy);
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gl_TexCoord[1].zw = gl_MultiTexCoord0.xy + vec2(-dx, 0.0);
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gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + vec2(-dx, dy);
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gl_TexCoord[3].zw = gl_MultiTexCoord0.xy + vec2(0.0, -dy);
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gl_TexCoord[4].xy = gl_MultiTexCoord0.xy + vec2(0.0, 0.0);
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gl_TexCoord[5].zw = gl_MultiTexCoord0.xy + vec2(0.0, dy);
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gl_TexCoord[6].xy = gl_MultiTexCoord0.xy + vec2(dx, -dy);
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gl_TexCoord[7].xy = gl_MultiTexCoord0.xy + vec2(dx, 0);
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gl_TexCoord[7].zw = gl_MultiTexCoord0.xy + vec2(dx, dy);
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}
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#endif
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#ifdef FRAGMENT
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uniform sampler2D s_p;
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const float mx = 0.325; // start smoothing wt.
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const float k = -0.250; // wt. decrease factor
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const float max_w = 0.25; // max filter weigth
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const float min_w = -0.05; // min filter weigth
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const float lum_add = 0.25; // effects smoothing
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void main()
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{
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vec3 c00 = texture2D(s_p, gl_TexCoord[0].xy).xyz;
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vec3 c01 = texture2D(s_p, gl_TexCoord[1].xy).xyz;
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vec3 c02 = texture2D(s_p, gl_TexCoord[2].xy).xyz;
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vec3 c10 = texture2D(s_p, gl_TexCoord[3].xy).xyz;
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vec3 c11 = texture2D(s_p, gl_TexCoord[4].xy).xyz;
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vec3 c12 = texture2D(s_p, gl_TexCoord[5].xy).xyz;
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vec3 c20 = texture2D(s_p, gl_TexCoord[6].xy).xyz;
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vec3 c21 = texture2D(s_p, gl_TexCoord[7].xy).xyz;
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vec3 c22 = texture2D(s_p, gl_TexCoord[7].zw).xyz;
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vec3 dt = vec3(1.0,1.0,1.0);
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float md1 = dot(abs(c00 - c22), dt);
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float md2 = dot(abs(c02 - c20), dt);
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float w1 = dot(abs(c22 - c11), dt) * md2;
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float w2 = dot(abs(c02 - c11), dt) * md1;
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float w3 = dot(abs(c00 - c11), dt) * md2;
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float w4 = dot(abs(c20 - c11), dt) * md1;
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float t1 = w1 + w3;
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float t2 = w2 + w4;
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float ww = max(t1, t2) + 0.0001;
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c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);
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float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);
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float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);
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w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);
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w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);
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w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
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w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);
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gl_FragColor = vec4(w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11, 1.0);
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}
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#endif
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@ -24,7 +24,7 @@ void main_vertex
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out float4 oPosition : POSITION,
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uniform float4x4 modelViewProj,
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float2 tex : TEXCOORD,
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float2 tex : TEXCOORD0,
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uniform input IN,
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out tex_coords coords
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@ -48,11 +48,11 @@ void main_vertex
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coords.c22 = tex + float2(dx, dy);
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}
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const float mx = 0.325; // start smoothing wt.
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const float k = -0.250; // wt. decrease factor
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const float max_w = 0.25; // max filter weigth
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const float min_w = -0.05; // min filter weigth
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const float lum_add = 0.25; // effects smoothing
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static const float mx = 0.325; // start smoothing wt.
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static const float k = -0.250; // wt. decrease factor
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static const float max_w = 0.25; // max filter weigth
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static const float min_w = -0.05; // min filter weigth
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static const float lum_add = 0.25; // effects smoothing
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float4 main_fragment (in tex_coords co, uniform sampler2D s_p : TEXUNIT0) : COLOR
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{
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@ -89,5 +89,5 @@ float4 main_fragment (in tex_coords co, uniform sampler2D s_p : TEXUNIT0) : COLO
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w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
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w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);
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return float4(w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11, 1.0);
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return float4(w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11, 1.0);
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}
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