bsnes/shaders/MDAPT-Dedithering.shader/mdapt-pass4.fs

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// This is a port of the original CG shader to the quark format
// the original shader can be found here :
// https://github.com/libretro/common-shaders/tree/master/dithering/mdapt-4p
/*
Merge Dithering and Pseudo Transparency Shader v1.5 - Pass 4
by Sp00kyFox, 2013
Blends tagged pixels with tagged neighbors.
*/
#version 150
uniform sampler2D source[];
uniform vec4 sourceSize[];
uniform vec4 targetSize;
in Vertex{
vec2 texCoord;
};
out vec4 fragColor;
bool eq(vec4 A, vec4 B)
{
return (A.x == B.x && A.y == B.y && A.z == B.z);
}
float remapFrom01(float v, float low, float high)
{
return round(mix(low, high, v));
}
vec3 merge3(vec4 C, vec4 A, vec4 B, float tag)
{
if(A.w == tag)
{
if(B.w == tag)
return 0.5*C.xyz + 0.25*(A.xyz + B.xyz);
else
return 0.5*(C.xyz + A.xyz);
}
else if(B.w == tag)
return 0.5*(C.xyz + B.xyz);
else
return C.xyz;
}
vec3 merge9(vec4 C, vec4 UL, vec4 UR, vec4 DL, vec4 DR, vec4 U1, vec4 D1, vec4 L1, vec4 R1)
{
//return 0.25*C.xyz + 0.0625*(UL.xyz + UR.xyz + DR.xyz + DL.xyz) + 0.125*(L1.xyz + R1.xyz + D1.xyz + U1.xyz);
vec3 B = vec3(0.0);
vec3 W = vec3(0.0);
float cntB = 0;
float cntW = 0;
if(UL.w > 0 || eq(UL,C) || (D1.w > 0 && eq(UL,D1)) || (R1.w > 0 && eq(UL,R1)) )
{
B = B+UL.xyz;
cntB++;
}
if(UR.w > 0 || eq(UR,C) || (D1.w > 0 && eq(UR,D1)) || (L1.w > 0 && eq(UR,L1)) )
{
B = B+UR.xyz;
cntB++;
}
if(DL.w > 0 || eq(DL,C) || (U1.w > 0 && eq(DL,U1)) || (R1.w > 0 && eq(DL,R1)) )
{
B = B+DL.xyz;
cntB++;
}
if(DR.w > 0 || eq(DR,C) || (U1.w > 0 && eq(DR,U1)) || (L1.w > 0 && eq(DR,L1)) )
{
B = B+DR.xyz;
cntB++;
}
if(U1.w > 0 || eq(U1,C) || (D1.w > 0 && eq(U1,D1)) )
{
W = W+U1.xyz;
cntW++;
}
if(D1.w > 0 || eq(D1,C) || (U1.w > 0 && eq(D1,U1)) )
{
W = W+D1.xyz;
cntW++;
}
if(L1.w > 0 || eq(L1,C) || (R1.w > 0 && eq(L1,R1)) )
{
W = W+L1.xyz;
cntW++;
}
if(R1.w > 0 || eq(R1,C) || (L1.w > 0 && eq(R1,L1)) )
{
W = W+R1.xyz;
cntW++;
}
if(cntB == 0)
{
if(cntW == 0)
return C.xyz;
else
return 0.5*C.xyz + (1/(cntW*2))*W;
}
if(cntW == 0)
return 0.5*C.xyz + (1/(cntB*2))*B;
else
return 0.25*C.xyz + (1/(cntB*4))*B + (1/(cntW*2))*W;
}
void main(void) {
vec2 pos = texCoord*sourceSize[0].xy; // pos = pixel position
vec2 dir = sign(pos); // dir = pixel direction
vec2 g1 = dir*vec2(sourceSize[0].z,0.0);
vec2 g2 = dir*vec2(0.0,sourceSize[0].w);
/*
UL U1 UR
L1 C R1
DL D1 DR
*/
vec4 C = texture(source[0], texCoord).xyzw;
vec4 L1 = texture(source[0], texCoord - g1).xyzw;
vec4 R1 = texture(source[0], texCoord + g1).xyzw;
vec4 U1 = texture(source[0], texCoord - g2).xyzw;
vec4 D1 = texture(source[0], texCoord + g2).xyzw;
vec4 UL = texture(source[0], texCoord - g1 - g2).xyzw;
vec4 UR = texture(source[0], texCoord + g1 - g2).xyzw;
vec4 DL = texture(source[0], texCoord - g1 + g2).xyzw;
vec4 DR = texture(source[0], texCoord + g1 + g2).xyzw;
C.w = remapFrom01(C.w, 0, 15) - 2;
L1.w = remapFrom01(L1.w, 0, 15) - 2;
R1.w = remapFrom01(R1.w, 0, 15) - 2;
U1.w = remapFrom01(U1.w, 0, 15) - 2;
D1.w = remapFrom01(D1.w, 0, 15) - 2;
UL.w = remapFrom01(UL.w, 0, 15) - 2;
UR.w = remapFrom01(UR.w, 0, 15) - 2;
DL.w = remapFrom01(DL.w, 0, 15) - 2;
DR.w = remapFrom01(DR.w, 0, 15) - 2;
/*
tag values:
0 nothing
checkerboard pattern
9 DL
8 DR
7 UR
6 UL
5 full
horizontal two-line checkerboard
4 bottom line
3 upper line
vertical two-line checkerboard
2 left line
1 right line
one line dither
-1 horizontal
-2 vertical
*/
// checkerboard pattern
if(C.w > 0){
fragColor=vec4(merge9(C,UL,UR,DL,DR,U1,D1,L1,R1),0);
return;
}
// horizontal one line dither
if(C.w == -1){
fragColor=vec4(merge3(C,L1,R1,-1),0);
return;
}
// vertical one line dither
if(C.w == -2){
fragColor=vec4(merge3(C,U1,D1,-2),0);
return;
}
fragColor=vec4(C.xyz, 1.0);
}