mirror of https://github.com/bsnes-emu/bsnes.git
176 lines
4.1 KiB
GLSL
176 lines
4.1 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 3
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by Sp00kyFox, 2013
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Tags the rest of the detected pattern from pass 1.
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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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float remapTo01(float v, float low, float high)
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{
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return clamp((v - low)/(high-low),0.0,1.0);
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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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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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U2
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UL U1 UR
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L2 L1 xC R1 R2
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DL D1 DR
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D2
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*/
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vec4 xC = texture(source[0], texCoord).xyzw;
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vec4 xL1 = texture(source[0], texCoord - g1).xyzw;
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vec4 xL2 = texture(source[0], texCoord - 2*g1).xyzw;
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vec4 xR1 = texture(source[0], texCoord + g1).xyzw;
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vec4 xR2 = texture(source[0], texCoord + 2*g1).xyzw;
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vec4 xU1 = texture(source[0], texCoord - g2).xyzw;
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vec4 xU2 = texture(source[0], texCoord - 2*g2).xyzw;
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vec4 xD1 = texture(source[0], texCoord + g2).xyzw;
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vec4 xD2 = texture(source[0], texCoord + 2*g2).xyzw;
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vec4 xUL = texture(source[0], texCoord - g1 - g2).xyzw;
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vec4 xUR = texture(source[0], texCoord + g1 - g2).xyzw;
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vec4 xDL = texture(source[0], texCoord - g1 + g2).xyzw;
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vec4 xDR = texture(source[0], texCoord + g1 + g2).xyzw;
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float C = remapFrom01(xC.w, 0, 15) - 2;
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float L1 = remapFrom01(xL1.w, 0, 15) - 2;
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float L2 = remapFrom01(xL2.w, 0, 15) - 2;
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float R1 = remapFrom01(xR1.w, 0, 15) - 2;
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float R2 = remapFrom01(xR2.w, 0, 15) - 2;
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float U1 = remapFrom01(xU1.w, 0, 15) - 2;
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float U2 = remapFrom01(xU2.w, 0, 15) - 2;
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float D1 = remapFrom01(xD1.w, 0, 15) - 2;
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float D2 = remapFrom01(xD2.w, 0, 15) - 2;
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float UL = remapFrom01(xUL.w, 0, 15) - 2;
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float UR = remapFrom01(xUR.w, 0, 15) - 2;
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float DL = remapFrom01(xDL.w, 0, 15) - 2;
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float DR = remapFrom01(xDR.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(U1 == 5 || D1 == 5 || L1 == 5 || R1 == 5 || UL == 5 || UR == 5 || DR == 5 || DL == 5)
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{
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fragColor=vec4(xC.xyz, remapTo01(5+2, 0, 15));
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return ;
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}
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if(U1 == 6 || L1 == 6 || UL == 6 || UR == 6 || DL == 6) // UL
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{
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fragColor=vec4(xC.xyz, remapTo01(6+2, 0, 15));
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return ;
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}
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if(U1 == 7 || R1 == 7 || UL == 7 || UR == 7 || DR == 7) // UR
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{
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fragColor=vec4(xC.xyz, remapTo01(7+2, 0, 15));
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return ;
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}
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if(D1 == 8 || R1 == 8 || UR == 8 || DR == 8 || DL == 8) // DR
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{
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fragColor=vec4(xC.xyz, remapTo01(8+2, 0, 15));
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return ;
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}
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if(D1 == 9 || L1 == 9 || UL == 9 || DR == 9 || DL == 9) // DL
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{
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fragColor=vec4(xC.xyz, remapTo01(9+2, 0, 15));
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return ;
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}
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// horizontal two-line checkerboard
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if (L2 == 4 || L1 == 4 || R1 == 4 || R2 == 4 || DL == 4 || D1 == 4 || DR == 4)
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{
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fragColor=vec4(xC.xyz, remapTo01(4+2, 0, 15));
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return ;
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}
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if (L2 == 3 || L1 == 3 || R1 == 3 || R2 == 3 || UL == 3 || U1 == 3 || UR == 3)
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{
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fragColor=vec4(xC.xyz, remapTo01(3+2, 0, 15));
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return ;
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}
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// vertical two-line checkerboard
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if (U2 == 2 || U1 == 2 || D1 == 2 || D2 == 2 || UL == 2 || L1 == 2 || DL == 2)
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{
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fragColor=vec4(xC.xyz, remapTo01(2+2, 0, 15));
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return ;
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}
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if (U2 == 1 || U1 == 1 || D1 == 1 || D2 == 1 || UR == 1 || R1 == 1 || DR == 1)
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{
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fragColor=vec4(xC.xyz, remapTo01(1+2, 0, 15));
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return ;
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}
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if(C > 0){
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fragColor=xC;
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return ;
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}
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// horizontal one line dither
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if (L2 == -1 || L1 == -1 || R1 == -1 || R2 == -1)
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{
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fragColor=vec4(xC.xyz, remapTo01(-1+2, 0, 15));
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return ;
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}
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// vertical one line dither
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if (U2 == -2 || U1 == -2 || D1 == -2 || D2 == -2)
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{
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fragColor=vec4(xC.xyz, remapTo01(-2+2, 0, 15));
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return;
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}
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fragColor=xC;
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}
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