mirror of https://github.com/bsnes-emu/bsnes.git
74 lines
2.8 KiB
GLSL
Executable File
74 lines
2.8 KiB
GLSL
Executable File
<?xml version="1.0" encoding="UTF-8"?>
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<shader language="GLSL">
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<vertex><![CDATA[
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uniform vec2 rubyTextureSize;
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void main() {
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float x = 0.5 * (1.0 / rubyTextureSize.x);
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float y = 0.5 * (1.0 / rubyTextureSize.y);
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vec2 dg1 = vec2( x, y);
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vec2 dg2 = vec2(-x, y);
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vec2 dx = vec2(x, 0.0);
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vec2 dy = vec2(0.0, y);
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1;
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gl_TexCoord[1].zw = gl_TexCoord[0].xy - dy;
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gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2;
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gl_TexCoord[2].zw = gl_TexCoord[0].xy + dx;
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gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1;
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gl_TexCoord[3].zw = gl_TexCoord[0].xy + dy;
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gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2;
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gl_TexCoord[4].zw = gl_TexCoord[0].xy - dx;
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}
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]]></vertex>
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<fragment filter="nearest"><![CDATA[
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uniform sampler2D rubyTexture;
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const float mx = 0.325; // start smoothing wt.
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const float k = -0.250; // wt. decrease factor
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const float max_w = 0.25; // max filter weigth
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const float min_w =-0.05; // min filter weigth
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const float lum_add = 0.25; // effects smoothing
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void main() {
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vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz;
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vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz;
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vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz;
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vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz;
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vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz;
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vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz;
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vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz;
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vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz;
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vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz;
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vec3 dt = vec3(1.0, 1.0, 1.0);
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float md1 = dot(abs(c00 - c22), dt);
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float md2 = dot(abs(c02 - c20), dt);
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float w1 = dot(abs(c22 - c11), dt) * md2;
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float w2 = dot(abs(c02 - c11), dt) * md1;
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float w3 = dot(abs(c00 - c11), dt) * md2;
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float w4 = dot(abs(c20 - c11), dt) * md1;
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float t1 = w1 + w3;
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float t2 = w2 + w4;
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float ww = max(t1, t2) + 0.0001;
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c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);
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float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);
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float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);
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w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);
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w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);
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w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
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w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);
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gl_FragColor.xyz = w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11;
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}
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]]></fragment>
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</shader>
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