mirror of https://github.com/mgba-emu/mgba.git
252 lines
8.8 KiB
GLSL
252 lines
8.8 KiB
GLSL
/*
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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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uniform float XBR_Y_WEIGHT;
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uniform float XBR_EQ_THRESHOLD;
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uniform float XBR_EQ_THRESHOLD2;
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uniform float XBR_LV2_COEFFICIENT;
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const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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const vec4 delta = vec4(0.4, 0.4, 0.4, 0.4);
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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 eq2(vec4 A, vec4 B)
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{
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return lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD2));
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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 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 edr, edr_left, edr_up, edr3_left, edr3_up, px; // px = pixel, edr = edge detection rule
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bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
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bvec4 interp_restriction_lv3_left, interp_restriction_lv3_up;
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bvec4 nc, nc30, nc60, nc45, nc15, nc75; // new_color
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vec4 fx, fx_left, fx_up, finalfx, fx3_left, fx3_up; // inequations of straight lines.
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vec3 res1, res2, pix1, pix2;
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float blend1, blend2;
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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 * yuv[0]);
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vec4 c = transpose(mat4x3(C, A, G, I)) * (XBR_Y_WEIGHT * yuv[0]);
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vec4 e = transpose(mat4x3(E, E, E, E)) * (XBR_Y_WEIGHT * yuv[0]);
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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*yuv[0]);
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vec4 i5 = transpose(mat4x3(I5, C4, A1, G0)) * (XBR_Y_WEIGHT*yuv[0]);
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vec4 h5 = transpose(mat4x3(H5, F4, B1, D0)) * (XBR_Y_WEIGHT*yuv[0]);
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vec4 f4 = h5.yzwx;
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vec4 c1 = i4.yzwx;
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vec4 g0 = i5.wxyz;
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vec4 b1 = h5.zwxy;
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vec4 d0 = h5.wxyz;
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vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
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vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
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vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
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vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
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vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
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vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
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vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
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vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
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vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
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vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
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vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
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vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
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vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
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vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
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vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
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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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fx3_left= (Az*fp.y+Bz*fp.x);
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fx3_up = (Aw*fp.y+Bw*fp.x);
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// It uses CORNER_C if none of the others are defined.
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#ifdef CORNER_A
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interp_restriction_lv1 = and(notEqual(e, f), notEqual(e, h));
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#elif defined(CORNER_B)
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interp_restriction_lv1 = ((e!=f) && (e!=h) && ( !eq(f,b) && !eq(h,d) || eq(e,i) && !eq(f,i4) && !eq(h,i5) || eq(e,g) || eq(e,c) ) );
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#elif defined(CORNER_D)
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interp_restriction_lv1 = ((e!=f) && (e!=h) && ( !eq(f,b) && !eq(h,d) || eq(e,i) && !eq(f,i4) && !eq(h,i5) || eq(e,g) || eq(e,c) ) && (f!=f4 && f!=i || h!=h5 && h!=i || h!=g || f!=c || eq(b,c1) && eq(d,g0)));
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#else
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interp_restriction_lv1 = and(and(notEqual(e, f), notEqual(e, h)),
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or(or(and(not(eq(f,b)), not(eq(f,c))),
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and(not(eq(h,d)), not(eq(h,g)))),
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or(and(eq(e,i), or(and(not(eq(f,f4)), not(eq(f,i4))),
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and(not(eq(h,h5)), not(eq(h,i5))))),
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or(eq(e,g), eq(e,c)))));
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#endif
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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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interp_restriction_lv3_left = and(eq2(g,g0), not(eq2(d0,g0)));
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interp_restriction_lv3_up = and(eq2(c,c1), not(eq2(b1,c1)));
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vec4 fx45 = smoothstep(Co - delta, Co + delta, fx);
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vec4 fx30 = smoothstep(Cx - delta, Cx + delta, fx_left);
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vec4 fx60 = smoothstep(Cy - delta, Cy + delta, fx_up);
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vec4 fx15 = smoothstep(Cz - delta, Cz + delta, fx3_left);
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vec4 fx75 = smoothstep(Cw - delta, Cw + delta, fx3_up);
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edr = and(lessThan(weighted_distance( e, c, g, i, h5, f4, h, f), weighted_distance( h, d, i5, f, i4, b, e, i)), 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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edr3_left = interp_restriction_lv3_left;
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edr3_up = interp_restriction_lv3_up;
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nc45 = and(edr, bvec4(fx45));
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nc30 = and(edr, and(edr_left, bvec4(fx30)));
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nc60 = and(edr, and(edr_up, bvec4(fx60)));
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nc15 = and(and(edr, edr_left), and(edr3_left, bvec4(fx15)));
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nc75 = and(and(edr, edr_up), and(edr3_up, bvec4(fx75)));
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px = lessThanEqual(df(e, f), df(e, h));
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nc = bvec4(nc75.x || nc15.x || nc30.x || nc60.x || nc45.x, nc75.y || nc15.y || nc30.y || nc60.y || nc45.y, nc75.z || nc15.z || nc30.z || nc60.z || nc45.z, nc75.w || nc15.w || nc30.w || nc60.w || nc45.w);
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vec4 final45 = vec4(nc45) * fx45;
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vec4 final30 = vec4(nc30) * fx30;
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vec4 final60 = vec4(nc60) * fx60;
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vec4 final15 = vec4(nc15) * fx15;
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vec4 final75 = vec4(nc75) * fx75;
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vec4 maximo = max(max(max(final15, final75),max(final30, final60)), final45);
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if (nc.x) {pix1 = px.x ? F : H; blend1 = maximo.x;}
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else if (nc.y) {pix1 = px.y ? B : F; blend1 = maximo.y;}
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else if (nc.z) {pix1 = px.z ? D : B; blend1 = maximo.z;}
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else if (nc.w) {pix1 = px.w ? H : D; blend1 = maximo.w;}
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if (nc.w) {pix2 = px.w ? H : D; blend2 = maximo.w;}
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else if (nc.z) {pix2 = px.z ? D : B; blend2 = maximo.z;}
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else if (nc.y) {pix2 = px.y ? B : F; blend2 = maximo.y;}
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else if (nc.x) {pix2 = px.x ? F : H; blend2 = maximo.x;}
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res1 = mix(E, pix1, blend1);
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res2 = mix(E, pix2, blend2);
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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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