mgba/res/shaders/scale4x.shader/scale4x.fs

55 lines
1.9 KiB
GLSL

/* Shader implementation of Scale2x is adapted from https://gist.github.com/singron/3161079 */
varying vec2 texCoord;
uniform sampler2D tex;
uniform vec2 texSize;
vec4 scale2x(vec4 pixels[5], vec2 p) {
// texel arrangement
// x 0 x
// 1 2 3
// x 4 x
// p = the texCoord within a pixel [0...1]
p = fract(p);
if (p.x > .5) {
if (p.y > .5) {
// Top Right
return pixels[0] == pixels[3] && pixels[0] != pixels[1] && pixels[3] != pixels[4] ? pixels[3] : pixels[2];
} else {
// Bottom Right
return pixels[4] == pixels[3] && pixels[1] != pixels[4] && pixels[0] != pixels[3] ? pixels[3] : pixels[2];
}
} else {
if (p.y > .5) {
// Top Left
return pixels[1] == pixels[0] && pixels[0] != pixels[3] && pixels[1] != pixels[4] ? pixels[1] : pixels[2];
} else {
// Bottom Left
return pixels[1] == pixels[4] && pixels[1] != pixels[0] && pixels[4] != pixels[3] ? pixels[1] : pixels[2];
}
}
}
vec4 scaleNeighborhood(vec2 p, vec2 x, vec2 o) {
vec4 neighborhood[5];
neighborhood[0] = texture2D(tex, texCoord + x + vec2( 0.0, o.y));
neighborhood[1] = texture2D(tex, texCoord + x + vec2(-o.x, 0.0));
neighborhood[2] = texture2D(tex, texCoord + x + vec2( 0.0, 0.0));
neighborhood[3] = texture2D(tex, texCoord + x + vec2( o.x, 0.0));
neighborhood[4] = texture2D(tex, texCoord + x + vec2( 0.0, -o.y));
return scale2x(neighborhood, p + x * texSize);
}
void main() {
// o = offset, the width of a pixel
vec2 o = 1.0 / texSize;
vec2 p = texCoord * texSize;
vec4 pixels[5];
pixels[0] = scaleNeighborhood(p, vec2( 0.0, o.y / 2.0), o);
pixels[1] = scaleNeighborhood(p, vec2(-o.x / 2.0, 0.0), o);
pixels[2] = scaleNeighborhood(p, vec2( 0.0, 0.0), o);
pixels[3] = scaleNeighborhood(p, vec2( o.x / 2.0, 0.0), o);
pixels[4] = scaleNeighborhood(p, vec2( 0.0, -o.y / 2.0), o);
gl_FragColor = scale2x(pixels, p * 2.0);
}