SameBoy/Shaders/AAScale4x.fsh

76 lines
2.7 KiB
GLSL

STATIC vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
// texel arrangement
// A B C
// D E F
// G H I
vec4 B = texture_relative(image, position, vec2( 0, 1));
vec4 D = texture_relative(image, position, vec2( -1, 0));
vec4 E = texture_relative(image, position, vec2( 0, 0));
vec4 F = texture_relative(image, position, vec2( 1, 0));
vec4 H = texture_relative(image, position, vec2( 0, -1));
vec2 p = position * input_resolution;
// p = the position within a pixel [0...1]
p = fract(p);
if (p.x > .5) {
if (p.y > .5) {
// Top Right
return equal(B, F) && inequal(B, D) && inequal(F, H) ? F : E;
} else {
// Bottom Right
return equal(H, F) && inequal(D, H) && inequal(B, F) ? F : E;
}
} else {
if (p.y > .5) {
// Top Left
return equal(D, B) && inequal(B, F) && inequal(D, H) ? D : E;
} else {
// Bottom Left
return equal(D, H) && inequal(D, B) && inequal(H, F) ? D : E;
}
}
}
STATIC vec4 scale2x_wrapper(sampler2D t, vec2 pos, vec2 offset, vec2 input_resolution, vec2 output_resolution)
{
vec2 origin = (floor(pos * input_resolution * 2)) + vec2(0.5, 0.5);
return scale2x(t, (origin + offset) / input_resolution / 2, input_resolution, output_resolution);
}
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
// texel arrangement
// A B C
// D E F
// G H I
vec4 B = scale2x_wrapper(image, position, vec2( 0, 1), input_resolution, output_resolution);
vec4 D = scale2x_wrapper(image, position, vec2( -1, 0), input_resolution, output_resolution);
vec4 E = scale2x_wrapper(image, position, vec2( 0, 0), input_resolution, output_resolution);
vec4 F = scale2x_wrapper(image, position, vec2( 1, 0), input_resolution, output_resolution);
vec4 H = scale2x_wrapper(image, position, vec2( 0, -1), input_resolution, output_resolution);
vec4 R;
vec2 p = position * input_resolution * 2.;
// p = the position within a pixel [0...1]
p = fract(p);
if (p.x > .5) {
if (p.y > .5) {
// Top Right
R = equal(B, F) && inequal(B, D) && inequal(F, H) ? F : E;
} else {
// Bottom Right
R = equal(H, F) && inequal(D, H) && inequal(B, F) ? F : E;
}
} else {
if (p.y > .5) {
// Top Left
R = equal(D, B) && inequal(B, F) && inequal(D, H) ? D : E;
} else {
// Bottom Left
R = equal(D, H) && inequal(D, B) && inequal(H, F) ? D : E;
}
}
return mix(R, E, 0.5);
}