mirror of https://github.com/bsnes-emu/bsnes.git
94 lines
2.4 KiB
GLSL
94 lines
2.4 KiB
GLSL
#version 150
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// AntiAliased Nearest Neighbor
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// by jimbo1qaz and wareya
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// Licensed MIT
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precision highp float;
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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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#define NOT(fl) (1-fl)
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#define YES(fl) fl
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vec4 vpow(vec4 n, float e)
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{
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return vec4(pow(n.x, e), pow(n.y, e), pow(n.z, e), pow(n.w, e));
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}
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vec4 getLQV(vec3 mine) {
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return vec4
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( mine.r
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, mine.g
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, mine.b
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, mine.r*0.2989 + mine.g*0.5870 + mine.b*0.1140);
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}
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vec3 fromLQV(vec4 mine) {
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float f = mine.w/(mine.r*0.2989 + mine.g*0.5870 + mine.b*0.1140);
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return vec3(mine.rgb)*f;
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}
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vec3 percent(float ssize, float tsize, float coord) {
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float minfull = (coord*tsize - 0.5) /tsize*ssize;
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float maxfull = (coord*tsize + 0.5) /tsize*ssize;
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float realfull = floor(maxfull);
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if (minfull > realfull) {
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return vec3(1, (realfull+0.5)/ssize, (realfull+0.5)/ssize);
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}
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return vec3(
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(maxfull - realfull) / (maxfull - minfull),
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(realfull-0.5) / ssize,
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(realfull+0.5) / ssize
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);
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}
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void main() {
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float cheapsrgb = 2.1;
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float gamma = 3.0;
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vec3 xstuff = percent(sourceSize[0].x, targetSize[0].x, texCoord.x);
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vec3 ystuff = percent(sourceSize[0].y, targetSize[0].y, texCoord.y);
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float xkeep = xstuff[0];
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float ykeep = ystuff[0];
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// get points to interpolate across, in linear rgb
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vec4 a = getLQV(vpow(texture(source[0],vec2(xstuff[1],ystuff[1])), cheapsrgb).rgb);
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vec4 b = getLQV(vpow(texture(source[0],vec2(xstuff[2],ystuff[1])), cheapsrgb).rgb);
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vec4 c = getLQV(vpow(texture(source[0],vec2(xstuff[1],ystuff[2])), cheapsrgb).rgb);
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vec4 d = getLQV(vpow(texture(source[0],vec2(xstuff[2],ystuff[2])), cheapsrgb).rgb);
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// use perceptual gamma for luminance component
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a.w = pow(a.w, 1/gamma);
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b.w = pow(b.w, 1/gamma);
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c.w = pow(c.w, 1/gamma);
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d.w = pow(d.w, 1/gamma);
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// interpolate
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vec4 gammaLQVresult =
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NOT(xkeep)*NOT(ykeep)*a +
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YES(xkeep)*NOT(ykeep)*b +
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NOT(xkeep)*YES(ykeep)*c +
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YES(xkeep)*YES(ykeep)*d;
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// change luminance gamma back to linear
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vec4 LQVresult = gammaLQVresult;
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LQVresult.w = pow(gammaLQVresult.w, gamma);
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// convert back to srgb; lqv -> lrgb -> srgb
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vec4 c1 = vpow(vec4(fromLQV(LQVresult), 1), 1/cheapsrgb);
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fragColor = c1;
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}
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