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