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