mirror of https://github.com/bsnes-emu/bsnes.git
236 lines
8.2 KiB
Forth
236 lines
8.2 KiB
Forth
|
#version 150
|
||
|
|
||
|
/*
|
||
|
|
||
|
******* Super XBR 3D Shader - pass0 *******
|
||
|
|
||
|
Copyright (c) 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.
|
||
|
|
||
|
*/
|
||
|
|
||
|
uniform sampler2D source[];
|
||
|
uniform sampler2D frame[];
|
||
|
uniform sampler2D pixmap[];
|
||
|
uniform vec4 sourceSize[];
|
||
|
uniform vec4 targetSize;
|
||
|
|
||
|
in Vertex {
|
||
|
vec2 texCoord;
|
||
|
};
|
||
|
|
||
|
out vec4 fragColor;
|
||
|
|
||
|
#define XBR_EDGE_STR 0.6
|
||
|
#define XBR_WEIGHT 1.0
|
||
|
#define XBR_ANTI_RINGING 1.0
|
||
|
|
||
|
#define mul(a,b) (b*a)
|
||
|
|
||
|
#define XBR_RES 2.0
|
||
|
|
||
|
#define wp1 2.0
|
||
|
#define wp2 1.0
|
||
|
#define wp3 -1.0
|
||
|
#define wp4 4.0
|
||
|
#define wp5 -1.0
|
||
|
#define wp6 1.0
|
||
|
|
||
|
#define weight1 (XBR_WEIGHT*1.29633/10.0)
|
||
|
#define weight2 (XBR_WEIGHT*1.75068/10.0/2.0)
|
||
|
|
||
|
const vec3 Y = vec3(.2126, .7152, .0722);
|
||
|
|
||
|
const vec3 dtt = vec3(65536.,255.,1.);
|
||
|
|
||
|
vec4 reduce4(vec3 A, vec3 B, vec3 C, vec3 D)
|
||
|
{
|
||
|
return mul(mat4x3(A, B, C, D), dtt);
|
||
|
}
|
||
|
|
||
|
float RGBtoYUV(vec3 color)
|
||
|
{
|
||
|
return dot(color, Y);
|
||
|
}
|
||
|
|
||
|
float df(float A, float B)
|
||
|
{
|
||
|
return abs(A-B);
|
||
|
}
|
||
|
|
||
|
bool eq(float A, float B)
|
||
|
{
|
||
|
return (df(A, B) < 15.0);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
P1
|
||
|
|P0|B |C |P1| C F4 |a0|b1|c2|d3|
|
||
|
|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
|
||
|
|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
|
||
|
|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
|
||
|
G H5
|
||
|
P2
|
||
|
*/
|
||
|
|
||
|
|
||
|
float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3)
|
||
|
{
|
||
|
return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3)));
|
||
|
}
|
||
|
|
||
|
float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4)
|
||
|
{
|
||
|
return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) + wp3*(df(i1,e2)+df(i3,e4)+df(e1,i2)+df(e3,i4)));
|
||
|
}
|
||
|
|
||
|
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)));
|
||
|
}
|
||
|
|
||
|
#define vTexCoord (texCoord * 1.0001)
|
||
|
#define SourceSize sourceSize[0]
|
||
|
#define Source source[0]
|
||
|
#define FragColor fragColor
|
||
|
|
||
|
void main(void) {
|
||
|
//Skip pixels on wrong grid
|
||
|
if (any(lessThan(fract(vTexCoord.xy*SourceSize.xy/XBR_RES) , vec2(0.5,0.5))))
|
||
|
{
|
||
|
FragColor = texture(Source, vTexCoord);
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vec2 tex = (floor(vTexCoord*SourceSize.xy/XBR_RES) + vec2(0.5, 0.5))*XBR_RES/SourceSize.xy;
|
||
|
|
||
|
vec2 g1 = vec2(XBR_RES/SourceSize.x, 0.0);
|
||
|
vec2 g2 = vec2(0.0, XBR_RES/SourceSize.y);
|
||
|
|
||
|
vec3 P0 = texture(Source, vTexCoord -g1 -g2).xyz;
|
||
|
vec3 P1 = texture(Source, vTexCoord +2.0*g1 -g2).xyz;
|
||
|
vec3 P2 = texture(Source, vTexCoord -g1+2.0*g2).xyz;
|
||
|
vec3 P3 = texture(Source, vTexCoord +2.0*g1+2.0*g2).xyz;
|
||
|
|
||
|
vec3 B = texture(Source, vTexCoord -g2).xyz;
|
||
|
vec3 C = texture(Source, vTexCoord +g1-g2).xyz;
|
||
|
vec3 D = texture(Source, vTexCoord -g1 ).xyz;
|
||
|
vec3 E = texture(Source, vTexCoord ).xyz;
|
||
|
vec3 F = texture(Source, vTexCoord +g1 ).xyz;
|
||
|
vec3 G = texture(Source, vTexCoord -g1+g2).xyz;
|
||
|
vec3 H = texture(Source, vTexCoord +g2).xyz;
|
||
|
vec3 I = texture(Source, vTexCoord +g1+g2).xyz;
|
||
|
|
||
|
vec3 F4 = texture(Source, vTexCoord +2.0*g1 ).xyz;
|
||
|
vec3 I4 = texture(Source, vTexCoord +g2+2.0*g1 ).xyz;
|
||
|
vec3 H5 = texture(Source, vTexCoord +2.0*g2 ).xyz;
|
||
|
vec3 I5 = texture(Source, vTexCoord +2.0*g2+g1 ).xyz;
|
||
|
|
||
|
vec3 F6 = texture(Source, tex +g1+0.25*g1+0.25*g2).xyz;
|
||
|
vec3 F7 = texture(Source, tex +g1+0.25*g1-0.25*g2).xyz;
|
||
|
vec3 F8 = texture(Source, tex +g1-0.25*g1-0.25*g2).xyz;
|
||
|
vec3 F9 = texture(Source, tex +g1-0.25*g1+0.25*g2).xyz;
|
||
|
|
||
|
vec3 H6 = texture(Source, tex +0.25*g1+0.25*g2+g2).xyz;
|
||
|
vec3 H7 = texture(Source, tex +0.25*g1-0.25*g2+g2).xyz;
|
||
|
vec3 H8 = texture(Source, tex -0.25*g1-0.25*g2+g2).xyz;
|
||
|
vec3 H9 = texture(Source, tex -0.25*g1+0.25*g2+g2).xyz;
|
||
|
|
||
|
vec4 f0 = reduce4(F6, F7, F8, F9);
|
||
|
vec4 h0 = reduce4(H6, H7, H8, H9);
|
||
|
|
||
|
bool block_3d = ((f0.xyz == f0.yzw) && (h0.xyz == h0.yzw));
|
||
|
|
||
|
float b = RGBtoYUV( B );
|
||
|
float c = RGBtoYUV( C );
|
||
|
float d = RGBtoYUV( D );
|
||
|
float e = RGBtoYUV( E );
|
||
|
float f = RGBtoYUV( F );
|
||
|
float g = RGBtoYUV( G );
|
||
|
float h = RGBtoYUV( H );
|
||
|
float i = RGBtoYUV( I );
|
||
|
|
||
|
float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 );
|
||
|
float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 );
|
||
|
float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 );
|
||
|
float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 );
|
||
|
|
||
|
/*
|
||
|
P1
|
||
|
|P0|B |C |P1| C F4 |a0|b1|c2|d3|
|
||
|
|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
|
||
|
|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
|
||
|
|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
|
||
|
G H5
|
||
|
P2
|
||
|
*/
|
||
|
|
||
|
/* Calc edgeness in diagonal directions. */
|
||
|
float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 ));
|
||
|
|
||
|
/* Calc edgeness in horizontal/vertical directions. */
|
||
|
float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4));
|
||
|
|
||
|
float limits = XBR_EDGE_STR + 0.000001;
|
||
|
float edge_strength = smoothstep(0.0, limits, abs(d_edge));
|
||
|
|
||
|
/* Filter weights. Two taps only. */
|
||
|
vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1);
|
||
|
vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2);
|
||
|
|
||
|
/* Filtering and normalization in four direction generating four colors. */
|
||
|
vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 ));
|
||
|
vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 ));
|
||
|
vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4));
|
||
|
vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5));
|
||
|
|
||
|
// doesn't seem to be used anywhere, so commenting for performance
|
||
|
// bool ir_lv1 = (((e!=f) && (e!=h)) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) );
|
||
|
|
||
|
|
||
|
/* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */
|
||
|
vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength);
|
||
|
|
||
|
/*
|
||
|
P1
|
||
|
|P0|B |C |P1| C F4 |a0|b1|c2|d3|
|
||
|
|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
|
||
|
|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
|
||
|
|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
|
||
|
G H5
|
||
|
P2
|
||
|
*/
|
||
|
|
||
|
/* Anti-ringing code. */
|
||
|
vec3 min_sample = min4( E, F, H, I ) + (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
|
||
|
vec3 max_sample = max4( E, F, H, I ) - (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
|
||
|
|
||
|
color = clamp(color, min_sample, max_sample);
|
||
|
|
||
|
color = (block_3d) ? color : E;
|
||
|
|
||
|
FragColor = vec4(color, 1.0);
|
||
|
}
|
||
|
}
|