mirror of https://github.com/mgba-emu/mgba.git
Qt: Add xBR-lv2
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@ -55,6 +55,7 @@ Misc:
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- Qt: Merge "Save" and "OK" buttons in shader options
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- SDL: Automatically map controllers when plugged in
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- Qt: Automatically load controller profile when plugged in
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- OpenGL: Add xBR-lv2 shader
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0.5.2: (2016-12-31)
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Bugfixes:
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@ -0,0 +1,38 @@
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[shader]
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name=xBR-lv2
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author=Hyllian
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description=xBR-lv2 upsampling filter
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passes=1
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[pass.0]
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integerScaling=1
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vertexShader=xbr.vs
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fragmentShader=xbr.fs
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[pass.0.uniform.XBR_Y_WEIGHT]
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type=float
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default=48
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readableName=Y Weight
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min=0
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max=100
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[pass.0.uniform.XBR_EQ_THRESHOLD]
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type=float
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readableName=Eq Threshold
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default=25.0
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min=0.0
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max=50.0
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[pass.0.uniform.XBR_SCALE]
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type=float
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readableName=xBR Scale
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default=4.0
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min=1.0
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max=5.0
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[pass.0.uniform.XBR_LV2_COEFFICIENT]
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type=float
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readableName=Lv2 Coefficient
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default=2.0
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min=1.0
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max=3.0
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@ -0,0 +1,214 @@
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/*
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Hyllian's xBR-lv2 Shader
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
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*/
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uniform float XBR_Y_WEIGHT;
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uniform float XBR_EQ_THRESHOLD;
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uniform float XBR_SCALE;
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uniform float XBR_LV2_COEFFICIENT;
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const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
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const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
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const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
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const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
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const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
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const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
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const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
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const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
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vec4 df(vec4 A, vec4 B)
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{
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return vec4(abs(A-B));
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}
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float c_df(vec3 c1, vec3 c2) {
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vec3 df = abs(c1 - c2);
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return df.r + df.g + df.b;
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}
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bvec4 eq(vec4 A, vec4 B)
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{
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return lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD));
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}
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bvec4 and(bvec4 A, bvec4 B)
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{
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return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
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}
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bvec4 nand(bvec4 A, bvec4 B)
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{
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return bvec4(!(A.x && B.x), !(A.y && B.y), !(A.z && B.z), !(A.w && B.w));
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}
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bvec4 or(bvec4 A, bvec4 B)
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{
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return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
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}
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vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
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{
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return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
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}
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// GLSL shader autogenerated by cg2glsl.py.
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#if __VERSION__ >= 130
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#define varying in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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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 sampler2D tex;
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varying vec2 texCoord;
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varying vec4 TEX1;
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varying vec4 TEX2;
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varying vec4 TEX3;
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varying vec4 TEX4;
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varying vec4 TEX5;
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varying vec4 TEX6;
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varying vec4 TEX7;
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uniform vec2 texSize;
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void main()
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{
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bvec4 edri, edr, edr_left, edr_up; // px = pixel, edr = edge detection rule
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bvec4 interp_restriction_lv0, interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
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vec4 fx, fx_left, fx_up, px; // inequations of straight lines.
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vec4 delta = vec4(1.0 / XBR_SCALE);
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vec4 deltaL = vec4(0.5/ XBR_SCALE, 1.0 / XBR_SCALE, 0.5 / XBR_SCALE, 1.0 / XBR_SCALE);
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vec4 deltaU = deltaL.yxwz;
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vec2 fp = fract(texCoord * texSize);
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vec3 A1 = COMPAT_TEXTURE(tex, TEX1.xw).rgb;
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vec3 B1 = COMPAT_TEXTURE(tex, TEX1.yw).rgb;
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vec3 C1 = COMPAT_TEXTURE(tex, TEX1.zw).rgb;
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vec3 A = COMPAT_TEXTURE(tex, TEX2.xw).rgb;
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vec3 B = COMPAT_TEXTURE(tex, TEX2.yw).rgb;
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vec3 C = COMPAT_TEXTURE(tex, TEX2.zw).rgb;
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vec3 D = COMPAT_TEXTURE(tex, TEX3.xw).rgb;
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vec3 E = COMPAT_TEXTURE(tex, TEX3.yw).rgb;
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vec3 F = COMPAT_TEXTURE(tex, TEX3.zw).rgb;
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vec3 G = COMPAT_TEXTURE(tex, TEX4.xw).rgb;
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vec3 H = COMPAT_TEXTURE(tex, TEX4.yw).rgb;
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vec3 I = COMPAT_TEXTURE(tex, TEX4.zw).rgb;
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vec3 G5 = COMPAT_TEXTURE(tex, TEX5.xw).rgb;
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vec3 H5 = COMPAT_TEXTURE(tex, TEX5.yw).rgb;
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vec3 I5 = COMPAT_TEXTURE(tex, TEX5.zw).rgb;
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vec3 A0 = COMPAT_TEXTURE(tex, TEX6.xy).rgb;
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vec3 D0 = COMPAT_TEXTURE(tex, TEX6.xz).rgb;
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vec3 G0 = COMPAT_TEXTURE(tex, TEX6.xw).rgb;
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vec3 C4 = COMPAT_TEXTURE(tex, TEX7.xy).rgb;
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vec3 F4 = COMPAT_TEXTURE(tex, TEX7.xz).rgb;
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vec3 I4 = COMPAT_TEXTURE(tex, TEX7.xw).rgb;
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vec4 b = transpose(mat4x3(B, D, H, F)) * (XBR_Y_WEIGHT * Y);
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vec4 c = transpose(mat4x3(C, A, G, I)) * (XBR_Y_WEIGHT * Y);
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vec4 e = transpose(mat4x3(E, E, E, E)) * (XBR_Y_WEIGHT * Y);
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vec4 d = b.yzwx;
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vec4 f = b.wxyz;
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vec4 g = c.zwxy;
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vec4 h = b.zwxy;
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vec4 i = c.wxyz;
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vec4 i4 = transpose(mat4x3(I4, C1, A0, G5)) * (XBR_Y_WEIGHT * Y);
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vec4 i5 = transpose(mat4x3(I5, C4, A1, G0)) * (XBR_Y_WEIGHT * Y);
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vec4 h5 = transpose(mat4x3(H5, F4, B1, D0)) * (XBR_Y_WEIGHT * Y);
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vec4 f4 = h5.yzwx;
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fx = (Ao*fp.y+Bo*fp.x);
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fx_left = (Ax*fp.y+Bx*fp.x);
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fx_up = (Ay*fp.y+By*fp.x);
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interp_restriction_lv1 = interp_restriction_lv0 = and(notEqual(e, f), notEqual(e, h));
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interp_restriction_lv2_left = and(notEqual(e, g), notEqual(d, g));
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interp_restriction_lv2_up = and(notEqual(e, c), notEqual(b, c));
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vec4 fx45i = clamp((fx + delta - Co - Ci) / (2 * delta ), 0.0, 1.0);
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vec4 fx45 = clamp((fx + delta - Co ) / (2 * delta ), 0.0, 1.0);
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vec4 fx30 = clamp((fx_left + deltaL - Co ) / (2 * deltaL), 0.0, 1.0);
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vec4 fx60 = clamp((fx_up + deltaU - Co ) / (2 * deltaU), 0.0, 1.0);
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vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
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vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
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edri = and(lessThanEqual(wd1, wd2), interp_restriction_lv0);
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edr = and( lessThan(wd1, wd2), interp_restriction_lv1);
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edr_left = and(lessThanEqual((XBR_LV2_COEFFICIENT*df(f,g)), df(h,c)), interp_restriction_lv2_left);
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edr_up = and(greaterThanEqual(df(f,g), (XBR_LV2_COEFFICIENT*df(h,c))), interp_restriction_lv2_up);
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edr = and(edr, nand(edri.yzwx, edri.wxyz));
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edr_left = and(and(edr_left, edr), eq(e, c));
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edr_up = and(and(edr_up, edr), eq(e, g));
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fx45 *= vec4(edr);
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fx30 *= vec4(edr_left);
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fx60 *= vec4(edr_up);
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fx45i *= vec4(edri);
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px = vec4(lessThanEqual(df(e, f), df(e, h)));
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vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));
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vec3 res1 = E;
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res1 = mix(res1, mix(H, F, px.x), maximos.x);
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res1 = mix(res1, mix(B, D, px.z), maximos.z);
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vec3 res2 = E;
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res2 = mix(res1, mix(F, B, px.y), maximos.y);
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res2 = mix(res1, mix(D, H, px.w), maximos.w);
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vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2)));
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FragColor = vec4(res, 1.0);
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}
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@ -1,7 +1,7 @@
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[shader]
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name=xBR
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name=xBR-lv3
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author=Hyllian
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description=xBR upsampling filter
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description=xBR-lv3 upsampling filter
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passes=1
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[pass.0]
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@ -0,0 +1,62 @@
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/*
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Hyllian's xBR-lv3 Shader
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
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*/
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varying vec2 texCoord;
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varying vec4 TEX1;
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varying vec4 TEX2;
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varying vec4 TEX3;
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varying vec4 TEX4;
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varying vec4 TEX5;
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varying vec4 TEX6;
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varying vec4 TEX7;
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attribute vec4 position;
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uniform vec2 texSize;
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/* VERTEX_SHADER */
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void main()
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{
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gl_Position = position;
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vec2 ps = vec2(1.0) / texSize;
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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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texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);
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TEX1 = texCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
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TEX2 = texCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
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TEX3 = texCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
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TEX4 = texCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
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TEX5 = texCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
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TEX6 = texCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
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TEX7 = texCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
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}
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