bsnes/shaders/ScaleFX.shader/advanced-aa.fs

62 lines
1.3 KiB
GLSL

#version 150
#define dt vec3(1.0, 1.0, 1.0)
uniform sampler2D source[];
in vec3 c00;
in vec3 c10;
in vec3 c20;
in vec3 c01;
in vec3 c11;
in vec3 c21;
in vec3 c02;
in vec3 c12;
in vec3 c22;
in float d1;
in float d2;
in float hl;
in float vl;
in float k1;
in float k2;
in Vertex {
vec2 texCoord;
vec4 t1;
vec4 t2;
vec4 t3;
vec4 t4;
};
out vec4 fragColor;
void main(void) {
vec3 c00 = texture(source[0], t1.zw).xyz;
vec3 c10 = texture(source[0], t3.xy).xyz;
vec3 c20 = texture(source[0], t3.zw).xyz;
vec3 c01 = texture(source[0], t1.xy).xyz;
vec3 c11 = texture(source[0], texCoord).xyz;
vec3 c21 = texture(source[0], t2.xy).xyz;
vec3 c02 = texture(source[0], t2.zw).xyz;
vec3 c12 = texture(source[0], t4.xy).xyz;
vec3 c22 = texture(source[0], t4.zw).xyz;
float d1=dot(abs(c00 - c22), dt) + 0.0001;
float d2=dot(abs(c20 - c02), dt) + 0.0001;
float hl=dot(abs(c01 - c21), dt) + 0.0001;
float vl=dot(abs(c10 - c12), dt) + 0.0001;
float k1 = 0.5 * (hl + vl);
float k2 = 0.5 * (d1 + d2);
vec3 t1 = (hl * (c10 + c12) + vl * (c01 + c21) + k1 * c11) / (2.5 * (hl + vl));
vec3 t2 = (d1 * (c20 + c02) + d2 * (c00 + c22) + k2 * c11) / (2.5 * (d1 + d2));
k1 = dot(abs(t1 - c11), dt) + 0.0001;
k2 = dot(abs(t2 - c11), dt) + 0.0001;
fragColor = vec4((k1 * t2 + k2 * t1) / (k1 + k2), 1.0);
}