mgba/res/shaders/xbr.shader/xbr.vs

63 lines
2.1 KiB
GLSL

/*
Hyllian's xBR-lv3 Shader
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
*/
varying vec2 texCoord;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
varying vec4 TEX7;
attribute vec4 position;
uniform vec2 texSize;
/* VERTEX_SHADER */
void main()
{
gl_Position = position;
vec2 ps = vec2(1.0) / texSize;
float dx = ps.x;
float dy = ps.y;
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);
TEX1 = texCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
TEX2 = texCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
TEX3 = texCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
TEX4 = texCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
TEX5 = texCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
TEX6 = texCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
TEX7 = texCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
}