committing xBRZ shit
I guess that code does a lot of things
This commit is contained in:
parent
68822297c6
commit
69e64da178
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@ -1496,6 +1496,8 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
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{
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if (Num == 0)
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{
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u16 xoff3d = BGXPos[0];
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for (int i = 0; i < 256; i++)
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{
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u32 val1 = BGOBJLine[i];
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@ -1523,7 +1525,7 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
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BGOBJLine[i] = val2;
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BGOBJLine[256+i] = ColorComposite(i, val2, val3);
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BGOBJLine[512+i] = 0x04000000 | (val1 & 0xFF);
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BGOBJLine[512+i] = 0x04000000;
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}
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else if ((flag1 & 0xC0) == 0x40)
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{
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@ -1535,7 +1537,7 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
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BGOBJLine[i] = val2;
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BGOBJLine[256+i] = ColorComposite(i, val2, val3);
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BGOBJLine[512+i] = (bldcnteffect << 24) | (EVY << 8) | (val1 & 0xFF);
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BGOBJLine[512+i] = (bldcnteffect << 24) | (EVY << 8);
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}
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else if (((flag2 & 0xC0) == 0x40) && ((BlendCnt & 0x01C0) == 0x0140))
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{
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@ -1558,7 +1560,7 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
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BGOBJLine[i] = val1;
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BGOBJLine[256+i] = ColorComposite(i, val1, val3);
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BGOBJLine[512+i] = (bldcnteffect << 24) | (EVB << 16) | (EVA << 8) | (val2 & 0xFF);
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BGOBJLine[512+i] = (bldcnteffect << 24) | (EVB << 16) | (EVA << 8);
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}
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else
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{
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@ -1568,6 +1570,9 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
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BGOBJLine[256+i] = 0;
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BGOBJLine[512+i] = 0x07000000;
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}
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if (!(xoff3d & 0x100)) BGOBJLine[512+i] |= (xoff3d & 0xFF);
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xoff3d++;
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}
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}
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else
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@ -46,7 +46,9 @@ GLuint CompScreenOutputFB;
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bool Init()
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{
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if (!OpenGL_BuildShaderProgram(kCompositorVS, kCompositorFS_Nearest, CompShader[0], "CompositorShader"))
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//if (!OpenGL_BuildShaderProgram(kCompositorVS, kCompositorFS_Nearest, CompShader[0], "CompositorShader"))
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//if (!OpenGL_BuildShaderProgram(kCompositorVS, kCompositorFS_Linear, CompShader[0], "CompositorShader"))
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if (!OpenGL_BuildShaderProgram(kCompositorVS_xBRZ, kCompositorFS_xBRZ, CompShader[0], "CompositorShader"))
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return false;
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for (int i = 0; i < 1; i++)
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@ -159,4 +159,709 @@ void main()
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}
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)";
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const char* kCompositorFS_Linear = R"(#version 140
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uniform uint u3DScale;
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uniform usampler2D ScreenTex;
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uniform sampler2D _3DTex;
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smooth in vec2 fTexcoord;
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out vec4 oColor;
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ivec4 Get3DPixel(vec2 pos)
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{
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return ivec4(texelFetch(_3DTex, ivec2(pos*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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}
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ivec4 GetFullPixel(ivec4 val1, ivec4 val2, ivec4 val3, ivec4 _3dpix)
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{
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int compmode = val3.a & 0xF;
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int eva, evb, evy;
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if (compmode == 4)
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{
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// 3D on top, blending
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if (_3dpix.a > 0)
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{
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eva = (_3dpix.a & 0x1F) + 1;
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evb = 32 - eva;
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val1 = ((_3dpix * eva) + (val1 * evb)) >> 5;
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if (eva <= 16) val1 += ivec4(1,1,1,0);
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val1 = min(val1, 0x3F);
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}
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else
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val1 = val2;
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}
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else if (compmode == 1)
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{
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// 3D on bottom, blending
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if (_3dpix.a > 0)
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{
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eva = val3.g;
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evb = val3.b;
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val1 = ((val1 * eva) + (_3dpix * evb)) >> 4;
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val1 = min(val1, 0x3F);
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}
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else
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val1 = val2;
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}
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else if (compmode <= 3)
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{
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// 3D on top, normal/fade
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if (_3dpix.a > 0)
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{
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evy = val3.g;
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val1 = _3dpix;
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if (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4;
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else if (compmode == 3) val1 -= (val1 * evy) >> 4;
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}
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else
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val1 = val2;
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}
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return val1;
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}
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ivec4 imix(ivec4 a, ivec4 b, float x)
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{
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return ivec4(vec4(a)*(1-x) + vec4(b)*x);
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}
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void main()
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{
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ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
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ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
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int dispmode = mbright.b & 0x3;
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if (dispmode == 1)
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{
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ivec4 val1 = pixel;
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ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
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ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
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float xfract = fract(fTexcoord.x);
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float yfract = fract(fTexcoord.y);
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float xpos = val3.r + xfract;
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float ypos = mod(fTexcoord.y, 192);
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ivec4 _3dpix = Get3DPixel(vec2(xpos,ypos));
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ivec4 p00 = GetFullPixel(val1, val2, val3, _3dpix);
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int xdisp = 1 - int(step(255, fTexcoord.x));
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int ydisp = 1 - int(step(191, ypos));
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ivec4 p01 = GetFullPixel(ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+0 ,0), 0)),
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ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+256,0), 0)),
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ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+512,0), 0)),
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_3dpix);
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ivec4 p10 = GetFullPixel(ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(0+0 ,ydisp), 0)),
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ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(0+256,ydisp), 0)),
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ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(0+512,ydisp), 0)),
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_3dpix);
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ivec4 p11 = GetFullPixel(ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+0 ,ydisp), 0)),
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ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+256,ydisp), 0)),
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ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+512,ydisp), 0)),
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_3dpix);
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ivec4 pa = imix(p00, p01, xfract);
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ivec4 pb = imix(p10, p11, xfract);
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pixel = imix(pa, pb, yfract);
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}
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if (dispmode != 0)
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{
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int brightmode = mbright.g >> 6;
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if (brightmode == 1)
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{
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// up
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int evy = mbright.r & 0x1F;
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if (evy > 16) evy = 16;
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pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
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}
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else if (brightmode == 2)
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{
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// down
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int evy = mbright.r & 0x1F;
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if (evy > 16) evy = 16;
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pixel -= (pixel * evy) >> 4;
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}
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}
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pixel.rgb <<= 2;
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pixel.rgb |= (pixel.rgb >> 6);
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// TODO: filters
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oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
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}
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)";
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// HUGE TEST ZONE ARRLGD
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const char* kCompositorVS_xBRZ = R"(#version 140
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#define BLEND_NONE 0
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#define BLEND_NORMAL 1
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#define BLEND_DOMINANT 2
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#define LUMINANCE_WEIGHT 1.0
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#define EQUAL_COLOR_TOLERANCE 30.0/255.0
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#define STEEP_DIRECTION_THRESHOLD 2.2
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#define DOMINANT_DIRECTION_THRESHOLD 3.6
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec2 vPosition;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec4 t1;
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COMPAT_VARYING vec4 t2;
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COMPAT_VARYING vec4 t3;
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COMPAT_VARYING vec4 t4;
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COMPAT_VARYING vec4 t5;
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COMPAT_VARYING vec4 t6;
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COMPAT_VARYING vec4 t7;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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// vertex compatibility #defines
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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void main()
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{
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vec4 fpos;
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fpos.xy = vPosition;
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fpos.z = 0.0;
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fpos.w = 1.0;
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gl_Position = fpos;
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vec2 TexCoord = (vPosition + vec2(1.0, 1.0)) * (vec2(256.0, 384.0) / 2.0);
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//gl_Position = MVPMatrix * VertexCoord;
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//COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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vec2 ps = vec2(1,1);//vec2(SourceSize.z, SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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t1 = vTexCoord.xxxy + vec4( -dx, 0.0, dx,-2.0*dy); // A1 B1 C1
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t2 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, -dy); // A B C
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t3 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 0.0); // D E F
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t4 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, dy); // G H I
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t5 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 2.0*dy); // G5 H5 I5
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t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0.0, dy); // A0 D0 G0
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t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0.0, dy); // C4 F4 I4
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}
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)";
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const char* kCompositorFS_xBRZ = R"(#version 140
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#define BLEND_NONE 0
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#define BLEND_NORMAL 1
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#define BLEND_DOMINANT 2
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#define LUMINANCE_WEIGHT 1.0
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#define EQUAL_COLOR_TOLERANCE 30.0/255.0
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#define STEEP_DIRECTION_THRESHOLD 2.2
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#define DOMINANT_DIRECTION_THRESHOLD 3.6
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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//#define COMPAT_TEXTURE texture
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#define FragColor oColor
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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//#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform uint u3DScale;
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uniform usampler2D ScreenTex;
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uniform sampler2D _3DTex;
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smooth in vec2 fTexcoord;
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out vec4 oColor;
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//uniform COMPAT_PRECISION vec2 OutputSize;
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//uniform COMPAT_PRECISION vec2 TextureSize;
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#define TextureSize vec2(256,384)
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//uniform COMPAT_PRECISION vec2 InputSize;
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//uniform sampler2D Texture;
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#define Texture 1312
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec4 t1;
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COMPAT_VARYING vec4 t2;
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COMPAT_VARYING vec4 t3;
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COMPAT_VARYING vec4 t4;
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COMPAT_VARYING vec4 t5;
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COMPAT_VARYING vec4 t6;
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COMPAT_VARYING vec4 t7;
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// fragment compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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const float one_sixth = 1.0 / 6.0;
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const float two_sixth = 2.0 / 6.0;
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const float four_sixth = 4.0 / 6.0;
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const float five_sixth = 5.0 / 6.0;
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vec4 Get2DPixel(vec2 texcoord, int level)
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{
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ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(texcoord) + ivec2(level*256,0), 0));
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return vec4(pixel) / vec4(63.0, 63.0, 63.0, 31.0);
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}
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ivec4 Get3DPixel(vec2 pos)
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{
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return ivec4(texelFetch(_3DTex, ivec2(pos*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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}
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float reduce(const vec3 color)
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{
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return dot(color, vec3(65536.0, 256.0, 1.0));
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}
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float DistYCbCr(const vec3 pixA, const vec3 pixB)
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{
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const vec3 w = vec3(0.2627, 0.6780, 0.0593);
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const float scaleB = 0.5 / (1.0 - w.b);
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const float scaleR = 0.5 / (1.0 - w.r);
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vec3 diff = pixA - pixB;
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float Y = dot(diff, w);
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float Cb = scaleB * (diff.b - Y);
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float Cr = scaleR * (diff.r - Y);
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return sqrt( ((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr) );
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}
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bool IsPixEqual(const vec3 pixA, const vec3 pixB)
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{
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return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
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}
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bool IsBlendingNeeded(const ivec4 blend)
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{
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return any(notEqual(blend, ivec4(BLEND_NONE)));
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}
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//---------------------------------------
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// Input Pixel Mapping: --|21|22|23|--
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// 19|06|07|08|09
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// 18|05|00|01|10
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// 17|04|03|02|11
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// --|15|14|13|--
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//
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// Output Pixel Mapping: 20|21|22|23|24|25
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// 19|06|07|08|09|26
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// 18|05|00|01|10|27
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// 17|04|03|02|11|28
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// 16|15|14|13|12|29
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// 35|34|33|32|31|30
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ivec4 GetFiltered2DPixel(int level)
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{
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vec2 f = fract(vTexCoord.xy);// * SourceSize.xy);
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//---------------------------------------
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// Input Pixel Mapping: 20|21|22|23|24
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// 19|06|07|08|09
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// 18|05|00|01|10
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// 17|04|03|02|11
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// 16|15|14|13|12
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vec3 src[25];
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src[21] = Get2DPixel(t1.xw, level).rgb;
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src[22] = Get2DPixel(t1.yw, level).rgb;
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src[23] = Get2DPixel(t1.zw, level).rgb;
|
||||
src[ 6] = Get2DPixel(t2.xw, level).rgb;
|
||||
src[ 7] = Get2DPixel(t2.yw, level).rgb;
|
||||
src[ 8] = Get2DPixel(t2.zw, level).rgb;
|
||||
src[ 5] = Get2DPixel(t3.xw, level).rgb;
|
||||
src[ 0] = Get2DPixel(t3.yw, level).rgb;
|
||||
src[ 1] = Get2DPixel(t3.zw, level).rgb;
|
||||
src[ 4] = Get2DPixel(t4.xw, level).rgb;
|
||||
src[ 3] = Get2DPixel(t4.yw, level).rgb;
|
||||
src[ 2] = Get2DPixel(t4.zw, level).rgb;
|
||||
src[15] = Get2DPixel(t5.xw, level).rgb;
|
||||
src[14] = Get2DPixel(t5.yw, level).rgb;
|
||||
src[13] = Get2DPixel(t5.zw, level).rgb;
|
||||
src[19] = Get2DPixel(t6.xy, level).rgb;
|
||||
src[18] = Get2DPixel(t6.xz, level).rgb;
|
||||
src[17] = Get2DPixel(t6.xw, level).rgb;
|
||||
src[ 9] = Get2DPixel(t7.xy, level).rgb;
|
||||
src[10] = Get2DPixel(t7.xz, level).rgb;
|
||||
src[11] = Get2DPixel(t7.xw, level).rgb;
|
||||
|
||||
float v[9];
|
||||
v[0] = reduce(src[0]);
|
||||
v[1] = reduce(src[1]);
|
||||
v[2] = reduce(src[2]);
|
||||
v[3] = reduce(src[3]);
|
||||
v[4] = reduce(src[4]);
|
||||
v[5] = reduce(src[5]);
|
||||
v[6] = reduce(src[6]);
|
||||
v[7] = reduce(src[7]);
|
||||
v[8] = reduce(src[8]);
|
||||
|
||||
ivec4 blendResult = ivec4(BLEND_NONE);
|
||||
|
||||
// Preprocess corners
|
||||
// Pixel Tap Mapping: --|--|--|--|--
|
||||
// --|--|07|08|--
|
||||
// --|05|00|01|10
|
||||
// --|04|03|02|11
|
||||
// --|--|14|13|--
|
||||
// Corner (1, 1)
|
||||
if ( ((v[0] == v[1] && v[3] == v[2]) || (v[0] == v[3] && v[1] == v[2])) == false)
|
||||
{
|
||||
float dist_03_01 = DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + DistYCbCr(src[14], src[ 2]) + DistYCbCr(src[ 2], src[10]) + (4.0 * DistYCbCr(src[ 3], src[ 1]));
|
||||
float dist_00_02 = DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[ 3], src[13]) + DistYCbCr(src[ 7], src[ 1]) + DistYCbCr(src[ 1], src[11]) + (4.0 * DistYCbCr(src[ 0], src[ 2]));
|
||||
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_03_01) < dist_00_02;
|
||||
blendResult[2] = ((dist_03_01 < dist_00_02) && (v[0] != v[1]) && (v[0] != v[3])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
|
||||
}
|
||||
|
||||
// Pixel Tap Mapping: --|--|--|--|--
|
||||
// --|06|07|--|--
|
||||
// 18|05|00|01|--
|
||||
// 17|04|03|02|--
|
||||
// --|15|14|--|--
|
||||
// Corner (0, 1)
|
||||
if ( ((v[5] == v[0] && v[4] == v[3]) || (v[5] == v[4] && v[0] == v[3])) == false)
|
||||
{
|
||||
float dist_04_00 = DistYCbCr(src[17], src[ 5]) + DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[15], src[ 3]) + DistYCbCr(src[ 3], src[ 1]) + (4.0 * DistYCbCr(src[ 4], src[ 0]));
|
||||
float dist_05_03 = DistYCbCr(src[18], src[ 4]) + DistYCbCr(src[ 4], src[14]) + DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + (4.0 * DistYCbCr(src[ 5], src[ 3]));
|
||||
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_03) < dist_04_00;
|
||||
blendResult[3] = ((dist_04_00 > dist_05_03) && (v[0] != v[5]) && (v[0] != v[3])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
|
||||
}
|
||||
|
||||
// Pixel Tap Mapping: --|--|22|23|--
|
||||
// --|06|07|08|09
|
||||
// --|05|00|01|10
|
||||
// --|--|03|02|--
|
||||
// --|--|--|--|--
|
||||
// Corner (1, 0)
|
||||
if ( ((v[7] == v[8] && v[0] == v[1]) || (v[7] == v[0] && v[8] == v[1])) == false)
|
||||
{
|
||||
float dist_00_08 = DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[ 7], src[23]) + DistYCbCr(src[ 3], src[ 1]) + DistYCbCr(src[ 1], src[ 9]) + (4.0 * DistYCbCr(src[ 0], src[ 8]));
|
||||
float dist_07_01 = DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + DistYCbCr(src[22], src[ 8]) + DistYCbCr(src[ 8], src[10]) + (4.0 * DistYCbCr(src[ 7], src[ 1]));
|
||||
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_07_01) < dist_00_08;
|
||||
blendResult[1] = ((dist_00_08 > dist_07_01) && (v[0] != v[7]) && (v[0] != v[1])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
|
||||
}
|
||||
|
||||
// Pixel Tap Mapping: --|21|22|--|--
|
||||
// 19|06|07|08|--
|
||||
// 18|05|00|01|--
|
||||
// --|04|03|--|--
|
||||
// --|--|--|--|--
|
||||
// Corner (0, 0)
|
||||
if ( ((v[6] == v[7] && v[5] == v[0]) || (v[6] == v[5] && v[7] == v[0])) == false)
|
||||
{
|
||||
float dist_05_07 = DistYCbCr(src[18], src[ 6]) + DistYCbCr(src[ 6], src[22]) + DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + (4.0 * DistYCbCr(src[ 5], src[ 7]));
|
||||
float dist_06_00 = DistYCbCr(src[19], src[ 5]) + DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[21], src[ 7]) + DistYCbCr(src[ 7], src[ 1]) + (4.0 * DistYCbCr(src[ 6], src[ 0]));
|
||||
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_07) < dist_06_00;
|
||||
blendResult[0] = ((dist_05_07 < dist_06_00) && (v[0] != v[5]) && (v[0] != v[7])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
|
||||
}
|
||||
|
||||
vec3 dst[16];
|
||||
dst[ 0] = src[0];
|
||||
dst[ 1] = src[0];
|
||||
dst[ 2] = src[0];
|
||||
dst[ 3] = src[0];
|
||||
dst[ 4] = src[0];
|
||||
dst[ 5] = src[0];
|
||||
dst[ 6] = src[0];
|
||||
dst[ 7] = src[0];
|
||||
dst[ 8] = src[0];
|
||||
dst[ 9] = src[0];
|
||||
dst[10] = src[0];
|
||||
dst[11] = src[0];
|
||||
dst[12] = src[0];
|
||||
dst[13] = src[0];
|
||||
dst[14] = src[0];
|
||||
dst[15] = src[0];
|
||||
|
||||
// Scale pixel
|
||||
if (IsBlendingNeeded(blendResult) == true)
|
||||
{
|
||||
float dist_01_04 = DistYCbCr(src[1], src[4]);
|
||||
float dist_03_08 = DistYCbCr(src[3], src[8]);
|
||||
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[4]) && (v[5] != v[4]);
|
||||
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[8]) && (v[7] != v[8]);
|
||||
bool needBlend = (blendResult[2] != BLEND_NONE);
|
||||
bool doLineBlend = ( blendResult[2] >= BLEND_DOMINANT ||
|
||||
((blendResult[1] != BLEND_NONE && !IsPixEqual(src[0], src[4])) ||
|
||||
(blendResult[3] != BLEND_NONE && !IsPixEqual(src[0], src[8])) ||
|
||||
(IsPixEqual(src[4], src[3]) && IsPixEqual(src[3], src[2]) && IsPixEqual(src[2], src[1]) && IsPixEqual(src[1], src[8]) && IsPixEqual(src[0], src[2]) == false) ) == false );
|
||||
|
||||
vec3 blendPix = ( DistYCbCr(src[0], src[1]) <= DistYCbCr(src[0], src[3]) ) ? src[1] : src[3];
|
||||
dst[ 2] = mix(dst[ 2], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
|
||||
dst[ 9] = mix(dst[ 9], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
|
||||
dst[10] = mix(dst[10], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00);
|
||||
dst[11] = mix(dst[11], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
|
||||
dst[12] = mix(dst[12], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00);
|
||||
dst[13] = mix(dst[13], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
|
||||
dst[14] = mix(dst[14], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00);
|
||||
dst[15] = mix(dst[15], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
|
||||
|
||||
dist_01_04 = DistYCbCr(src[7], src[2]);
|
||||
dist_03_08 = DistYCbCr(src[1], src[6]);
|
||||
haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[2]) && (v[3] != v[2]);
|
||||
haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[6]) && (v[5] != v[6]);
|
||||
needBlend = (blendResult[1] != BLEND_NONE);
|
||||
doLineBlend = ( blendResult[1] >= BLEND_DOMINANT ||
|
||||
!((blendResult[0] != BLEND_NONE && !IsPixEqual(src[0], src[2])) ||
|
||||
(blendResult[2] != BLEND_NONE && !IsPixEqual(src[0], src[6])) ||
|
||||
(IsPixEqual(src[2], src[1]) && IsPixEqual(src[1], src[8]) && IsPixEqual(src[8], src[7]) && IsPixEqual(src[7], src[6]) && !IsPixEqual(src[0], src[8])) ) );
|
||||
|
||||
blendPix = ( DistYCbCr(src[0], src[7]) <= DistYCbCr(src[0], src[1]) ) ? src[7] : src[1];
|
||||
dst[ 1] = mix(dst[ 1], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
|
||||
dst[ 6] = mix(dst[ 6], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
|
||||
dst[ 7] = mix(dst[ 7], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00);
|
||||
dst[ 8] = mix(dst[ 8], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
|
||||
dst[ 9] = mix(dst[ 9], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00);
|
||||
dst[10] = mix(dst[10], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
|
||||
dst[11] = mix(dst[11], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00);
|
||||
dst[12] = mix(dst[12], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
|
||||
|
||||
dist_01_04 = DistYCbCr(src[5], src[8]);
|
||||
dist_03_08 = DistYCbCr(src[7], src[4]);
|
||||
haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[8]) && (v[1] != v[8]);
|
||||
haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[4]) && (v[3] != v[4]);
|
||||
needBlend = (blendResult[0] != BLEND_NONE);
|
||||
doLineBlend = ( blendResult[0] >= BLEND_DOMINANT ||
|
||||
!((blendResult[3] != BLEND_NONE && !IsPixEqual(src[0], src[8])) ||
|
||||
(blendResult[1] != BLEND_NONE && !IsPixEqual(src[0], src[4])) ||
|
||||
(IsPixEqual(src[8], src[7]) && IsPixEqual(src[7], src[6]) && IsPixEqual(src[6], src[5]) && IsPixEqual(src[5], src[4]) && !IsPixEqual(src[0], src[6])) ) );
|
||||
|
||||
blendPix = ( DistYCbCr(src[0], src[5]) <= DistYCbCr(src[0], src[7]) ) ? src[5] : src[7];
|
||||
dst[ 0] = mix(dst[ 0], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
|
||||
dst[15] = mix(dst[15], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
|
||||
dst[ 4] = mix(dst[ 4], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00);
|
||||
dst[ 5] = mix(dst[ 5], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
|
||||
dst[ 6] = mix(dst[ 6], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00);
|
||||
dst[ 7] = mix(dst[ 7], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
|
||||
dst[ 8] = mix(dst[ 8], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00);
|
||||
dst[ 9] = mix(dst[ 9], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
|
||||
|
||||
|
||||
dist_01_04 = DistYCbCr(src[3], src[6]);
|
||||
dist_03_08 = DistYCbCr(src[5], src[2]);
|
||||
haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[6]) && (v[7] != v[6]);
|
||||
haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[2]) && (v[1] != v[2]);
|
||||
needBlend = (blendResult[3] != BLEND_NONE);
|
||||
doLineBlend = ( blendResult[3] >= BLEND_DOMINANT ||
|
||||
!((blendResult[2] != BLEND_NONE && !IsPixEqual(src[0], src[6])) ||
|
||||
(blendResult[0] != BLEND_NONE && !IsPixEqual(src[0], src[2])) ||
|
||||
(IsPixEqual(src[6], src[5]) && IsPixEqual(src[5], src[4]) && IsPixEqual(src[4], src[3]) && IsPixEqual(src[3], src[2]) && !IsPixEqual(src[0], src[4])) ) );
|
||||
|
||||
blendPix = ( DistYCbCr(src[0], src[3]) <= DistYCbCr(src[0], src[5]) ) ? src[3] : src[5];
|
||||
dst[ 3] = mix(dst[ 3], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
|
||||
dst[12] = mix(dst[12], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
|
||||
dst[13] = mix(dst[13], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00);
|
||||
dst[14] = mix(dst[14], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
|
||||
dst[15] = mix(dst[15], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00);
|
||||
dst[ 4] = mix(dst[ 4], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
|
||||
dst[ 5] = mix(dst[ 5], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00);
|
||||
dst[ 6] = mix(dst[ 6], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
|
||||
}
|
||||
|
||||
vec3 res = mix( mix( mix( mix(dst[ 6], dst[ 7], step(0.25, f.x)), mix(dst[ 8], dst[ 9], step(0.75, f.x)), step(0.50, f.x)),
|
||||
mix( mix(dst[ 5], dst[ 0], step(0.25, f.x)), mix(dst[ 1], dst[10], step(0.75, f.x)), step(0.50, f.x)), step(0.25, f.y)),
|
||||
mix( mix( mix(dst[ 4], dst[ 3], step(0.25, f.x)), mix(dst[ 2], dst[11], step(0.75, f.x)), step(0.50, f.x)),
|
||||
mix( mix(dst[15], dst[14], step(0.25, f.x)), mix(dst[13], dst[12], step(0.75, f.x)), step(0.50, f.x)), step(0.75, f.y)),
|
||||
step(0.50, f.y));
|
||||
|
||||
return ivec4(res * vec3(63,63,63), 0);
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 fTexcoord = vTexCoord.xy;
|
||||
|
||||
ivec4 pixel;// = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
|
||||
|
||||
ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
|
||||
int dispmode = mbright.b & 0x3;
|
||||
|
||||
if (dispmode == 1)
|
||||
{
|
||||
ivec4 val1;// = pixel;
|
||||
//ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
|
||||
ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
|
||||
|
||||
int compmode = val3.a & 0xF;
|
||||
int eva, evb, evy;
|
||||
|
||||
float xpos = val3.r + fract(fTexcoord.x);
|
||||
float ypos = mod(fTexcoord.y, 192);
|
||||
ivec4 _3dpix = Get3DPixel(vec2(xpos, ypos));
|
||||
|
||||
if (compmode == 4)
|
||||
{
|
||||
// 3D on top, blending
|
||||
|
||||
if (_3dpix.a > 0)
|
||||
{
|
||||
eva = (_3dpix.a & 0x1F) + 1;
|
||||
if (eva == 32)
|
||||
{
|
||||
val1 = _3dpix;
|
||||
}
|
||||
else
|
||||
{
|
||||
evb = 32 - eva;
|
||||
|
||||
val1 = GetFiltered2DPixel(0);
|
||||
|
||||
val1 = ((_3dpix * eva) + (val1 * evb)) >> 5;
|
||||
if (eva <= 16) val1 += ivec4(1,1,1,0);
|
||||
val1 = min(val1, 0x3F);
|
||||
}
|
||||
}
|
||||
else
|
||||
val1 = GetFiltered2DPixel(1);
|
||||
}
|
||||
else if (compmode == 1)
|
||||
{
|
||||
// 3D on bottom, blending
|
||||
|
||||
if (_3dpix.a > 0)
|
||||
{
|
||||
eva = val3.g;
|
||||
evb = val3.b;
|
||||
|
||||
val1 = GetFiltered2DPixel(0);
|
||||
|
||||
val1 = ((val1 * eva) + (_3dpix * evb)) >> 4;
|
||||
val1 = min(val1, 0x3F);
|
||||
}
|
||||
else
|
||||
val1 = GetFiltered2DPixel(1);
|
||||
}
|
||||
else if (compmode <= 3)
|
||||
{
|
||||
// 3D on top, normal/fade
|
||||
|
||||
if (_3dpix.a > 0)
|
||||
{
|
||||
evy = val3.g;
|
||||
|
||||
val1 = _3dpix;
|
||||
if (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4;
|
||||
else if (compmode == 3) val1 -= (val1 * evy) >> 4;
|
||||
}
|
||||
else
|
||||
val1 = GetFiltered2DPixel(1);
|
||||
}
|
||||
else
|
||||
val1 = GetFiltered2DPixel(0);
|
||||
|
||||
pixel = val1;
|
||||
}
|
||||
else
|
||||
{
|
||||
pixel = GetFiltered2DPixel(0);
|
||||
}
|
||||
|
||||
if (dispmode != 0)
|
||||
{
|
||||
int brightmode = mbright.g >> 6;
|
||||
if (brightmode == 1)
|
||||
{
|
||||
// up
|
||||
int evy = mbright.r & 0x1F;
|
||||
if (evy > 16) evy = 16;
|
||||
|
||||
pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
|
||||
}
|
||||
else if (brightmode == 2)
|
||||
{
|
||||
// down
|
||||
int evy = mbright.r & 0x1F;
|
||||
if (evy > 16) evy = 16;
|
||||
|
||||
pixel -= (pixel * evy) >> 4;
|
||||
}
|
||||
}
|
||||
|
||||
pixel.rgb <<= 2;
|
||||
pixel.rgb |= (pixel.rgb >> 6);
|
||||
|
||||
FragColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#endif // GPU_OPENGL_SHADERS_H
|
||||
|
|
Loading…
Reference in New Issue