mirror of https://github.com/bsnes-emu/bsnes.git
265 lines
10 KiB
GLSL
265 lines
10 KiB
GLSL
#version 150
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// xBRZ freescale
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// based on :
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// 4xBRZ shader - Copyright (C) 2014-2016 DeSmuME team
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//
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// This file is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This file is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with the this software. If not, see <http://www.gnu.org/licenses/>.
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/*
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Hyllian's xBR-vertex code and texel mapping
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Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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uniform sampler2D source[];
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uniform vec4 sourceSize[];
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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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#define BLEND_NONE 0
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#define BLEND_NORMAL 1
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#define BLEND_DOMINANT 2
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#define LUMINANCE_WEIGHT 1.0
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#define EQUAL_COLOR_TOLERANCE 30.0/255.0
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#define STEEP_DIRECTION_THRESHOLD 2.2
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#define DOMINANT_DIRECTION_THRESHOLD 3.6
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float DistYCbCr(vec3 pixA, vec3 pixB)
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{
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const vec3 w = vec3(0.2627, 0.6780, 0.0593);
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const float scaleB = 0.5 / (1.0 - w.b);
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const float scaleR = 0.5 / (1.0 - w.r);
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vec3 diff = pixA - pixB;
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float Y = dot(diff.rgb, w);
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float Cb = scaleB * (diff.b - Y);
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float Cr = scaleR * (diff.r - Y);
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return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
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}
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bool IsPixEqual(const vec3 pixA, const vec3 pixB)
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{
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return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
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}
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float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
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{
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vec2 P0 = center - origin;
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vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
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vec2 distv = P0 - proj;
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vec2 orth = vec2(-direction.y, direction.x);
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float side = sign(dot(P0, orth));
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float v = side * length(distv * scale);
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// return step(0, v);
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return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
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}
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#define eq(a,b) (a == b)
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#define neq(a,b) (a != b)
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#define P(x,y) texture(source[0], coord + sourceSize[0].zw * vec2(x, y)).rgb
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void main() {
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//---------------------------------------
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// Input Pixel Mapping: -|x|x|x|-
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// x|A|B|C|x
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// x|D|E|F|x
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// x|G|H|I|x
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// -|x|x|x|-
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vec2 pos = fract(texCoord * sourceSize[0].xy) - vec2(0.5, 0.5);
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vec2 coord = texCoord - pos * sourceSize[0].zw;
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vec3 A = P(-1,-1);
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vec3 B = P( 0,-1);
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vec3 C = P( 1,-1);
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vec3 D = P(-1, 0);
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vec3 E = P( 0, 0);
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vec3 F = P( 1, 0);
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vec3 G = P(-1, 1);
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vec3 H = P( 0, 1);
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vec3 I = P( 1, 1);
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// blendResult Mapping: x|y|
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// w|z|
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ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
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// Preprocess corners
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// Pixel Tap Mapping: -|-|-|-|-
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// -|-|B|C|-
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// -|D|E|F|x
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// -|G|H|I|x
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// -|-|x|x|-
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if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
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{
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float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0,2), I) + DistYCbCr(I, P(2,0)) + (4.0 * DistYCbCr(H, F));
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float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(2,1)) + (4.0 * DistYCbCr(E, I));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
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blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: -|-|-|-|-
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// -|A|B|-|-
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// x|D|E|F|-
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// x|G|H|I|-
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// -|x|x|-|-
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if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
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{
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float dist_G_E = DistYCbCr(P(-2,1) , D) + DistYCbCr(D, B) + DistYCbCr(P(-1,2), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
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float dist_D_H = DistYCbCr(P(-2,0) , G) + DistYCbCr(G, P(0,2)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
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blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: -|-|x|x|-
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// -|A|B|C|x
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// -|D|E|F|x
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// -|-|H|I|-
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// -|-|-|-|-
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if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
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{
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float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1,-2)) + DistYCbCr(H, F) + DistYCbCr(F, P(2,-1)) + (4.0 * DistYCbCr(E, C));
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float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0,-2), C) + DistYCbCr(C, P(2,0)) + (4.0 * DistYCbCr(B, F));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
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blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: -|x|x|-|-
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// x|A|B|C|-
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// x|D|E|F|-
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// -|G|H|-|-
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// -|-|-|-|-
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if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
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{
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float dist_D_B = DistYCbCr(P(-2,0), A) + DistYCbCr(A, P(0,-2)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
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float dist_A_E = DistYCbCr(P(-2,-1), D) + DistYCbCr(D, H) + DistYCbCr(P(-1,-2), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
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blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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fragColor = vec4(blendResult);
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// Pixel Tap Mapping: -|-|-|-|-
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// -|-|B|C|-
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// -|D|E|F|x
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// -|G|H|I|x
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// -|-|x|x|-
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if(blendResult.z == BLEND_DOMINANT || (blendResult.z == BLEND_NORMAL &&
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!((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
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(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I)))))
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{
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fragColor.z += 4.0;
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float dist_F_G = DistYCbCr(F, G);
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float dist_H_C = DistYCbCr(H, C);
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if((STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G))
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fragColor.z += 16.0;
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if((STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C))
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fragColor.z += 64.0;
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}
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// Pixel Tap Mapping: -|-|-|-|-
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// -|A|B|-|-
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// x|D|E|F|-
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// x|G|H|I|-
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// -|x|x|-|-
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if(blendResult.w == BLEND_DOMINANT || (blendResult.w == BLEND_NORMAL &&
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!((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
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(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G)))))
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{
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fragColor.w += 4.0;
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float dist_H_A = DistYCbCr(H, A);
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float dist_D_I = DistYCbCr(D, I);
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if((STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A))
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fragColor.w += 16.0;
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if((STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I))
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fragColor.w += 64.0;
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}
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// Pixel Tap Mapping: -|-|x|x|-
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// -|A|B|C|x
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// -|D|E|F|x
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// -|-|H|I|-
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// -|-|-|-|-
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if(blendResult.y == BLEND_DOMINANT || (blendResult.y == BLEND_NORMAL &&
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!((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
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(IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C)))))
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{
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fragColor.y += 4.0;
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float dist_B_I = DistYCbCr(B, I);
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float dist_F_A = DistYCbCr(F, A);
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if((STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I))
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fragColor.y += 16.0;
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if((STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A))
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fragColor.y += 64.0;
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}
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// Pixel Tap Mapping: -|x|x|-|-
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// x|A|B|C|-
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// x|D|E|F|-
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// -|G|H|-|-
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// -|-|-|-|-
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if(blendResult.x == BLEND_DOMINANT || (blendResult.x == BLEND_NORMAL &&
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!((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
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(IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A)))))
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{
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fragColor.x += 4.0;
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float dist_D_C = DistYCbCr(D, C);
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float dist_B_G = DistYCbCr(B, G);
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if((STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C))
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fragColor.x += 16.0;
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if((STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G))
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fragColor.x += 64.0;
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}
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fragColor /= 255.0;
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} |