mirror of https://github.com/PCSX2/pcsx2.git
189 lines
4.2 KiB
GLSL
189 lines
4.2 KiB
GLSL
#ifdef VERTEX_SHADER
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layout(location = 0) in vec4 a_pos;
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layout(location = 1) in vec2 a_tex;
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layout(location = 0) out vec2 v_tex;
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void main()
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{
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gl_Position = vec4(a_pos.x, -a_pos.y, a_pos.z, a_pos.w);
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v_tex = a_tex;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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layout(location = 0) in vec2 v_tex;
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layout(location = 0) out vec4 o_col0;
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layout(push_constant) uniform cb0
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{
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vec4 ZrH;
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};
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layout(set = 0, binding = 0) uniform sampler2D samp0;
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#ifdef ps_main0
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void ps_main0()
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{
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o_col0 = texture(samp0, v_tex);
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if ((int(gl_FragCoord.y) & 1) == 0)
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discard;
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}
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#endif
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#ifdef ps_main1
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void ps_main1()
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{
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o_col0 = texture(samp0, v_tex);
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if ((int(gl_FragCoord.y) & 1) != 0)
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discard;
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}
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#endif
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#ifdef ps_main2
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void ps_main2()
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{
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vec2 vstep = vec2(0.0f, ZrH.y);
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vec4 c0 = texture(samp0, v_tex - vstep);
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vec4 c1 = texture(samp0, v_tex);
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vec4 c2 = texture(samp0, v_tex + vstep);
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o_col0 = (c0 + c1 * 2.0f + c2) / 4.0f;
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}
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#endif
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#ifdef ps_main3
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void ps_main3()
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{
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o_col0 = texture(samp0, v_tex);
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}
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#endif
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#ifdef ps_main4
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void ps_main4()
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{
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const int vres = int(round(ZrH.z));
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const int idx = int(round(ZrH.x));
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const int bank = idx >> 1;
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const int field = idx & 1;
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const int vpos = int(gl_FragCoord.y) + (((((vres + 1) >> 1) << 1) - vres) & bank);
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const vec2 bofs = vec2(0.0f, 0.5f * bank);
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const vec2 vscale = vec2(1.0f, 2.0f);
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const vec2 optr = v_tex - bofs;
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const vec2 iptr = optr * vscale;
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if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
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o_col0 = texture(samp0, iptr);
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else
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discard;
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}
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#endif
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#ifdef ps_main5
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void ps_main5()
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{
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const float sensitivity = ZrH.w;
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const vec3 motion_thr = vec3(1.0, 1.0, 1.0) * sensitivity;
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const vec2 vofs = vec2(0.0f, 0.5f);
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const vec2 vscale = vec2(1.0f, 0.5f);
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int idx = int(round(ZrH.x));
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int bank = idx >> 1;
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int field = idx & 1;
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vec2 line_ofs = vec2(0.0f, ZrH.y);
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vec2 iptr = v_tex * vscale;
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vec2 p_new_cf = vec2(0.0f, 0.0f);
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vec2 p_old_cf = vec2(0.0f, 0.0f);
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vec2 p_new_af = vec2(0.0f, 0.0f);
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vec2 p_old_af = vec2(0.0f, 0.0f);
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switch (idx)
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{
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case 0:
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p_new_cf = iptr;
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p_new_af = iptr + vofs;
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p_old_cf = iptr + vofs;
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p_old_af = iptr;
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break;
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case 1:
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p_new_cf = iptr;
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p_new_af = iptr;
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p_old_cf = iptr + vofs;
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p_old_af = iptr + vofs;
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break;
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case 2:
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p_new_cf = iptr + vofs;
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p_new_af = iptr;
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p_old_cf = iptr;
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p_old_af = iptr + vofs;
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break;
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case 3:
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p_new_cf = iptr + vofs;
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p_new_af = iptr + vofs;
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p_old_cf = iptr;
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p_old_af = iptr;
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break;
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default:
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break;
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}
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// calculating motion
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vec4 hn = texture(samp0, p_new_cf - line_ofs); // high
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vec4 cn = texture(samp0, p_new_af); // center
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vec4 ln = texture(samp0, p_new_cf + line_ofs); // low
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vec4 ho = texture(samp0, p_old_cf - line_ofs); // high
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vec4 co = texture(samp0, p_old_af); // center
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vec4 lo = texture(samp0, p_old_cf + line_ofs); // low
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vec3 mh = hn.rgb - ho.rgb;
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vec3 mc = cn.rgb - co.rgb;
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vec3 ml = ln.rgb - lo.rgb;
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mh = max(mh, -mh) - motion_thr;
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mc = max(mc, -mc) - motion_thr;
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ml = max(ml, -ml) - motion_thr;
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// float mh_max = max(max(mh.x, mh.y), mh.z);
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// float mc_max = max(max(mc.x, mc.y), mc.z);
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// float ml_max = max(max(ml.x, ml.y), ml.z);
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float mh_max = mh.x + mh.y + mh.z;
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float mc_max = mc.x + mc.y + mc.z;
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float ml_max = ml.x + ml.y + ml.z;
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// selecting deinterlacing output
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if (((int(gl_FragCoord.y) & 1) == field)) // output coordinate present on current field
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{
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o_col0 = texture(samp0, p_new_cf);
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}
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else if ((iptr.y > 0.5f - line_ofs.y) || (iptr.y < 0.0 + line_ofs.y))
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{
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o_col0 = texture(samp0, p_new_af);
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}
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else
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{
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if(((mh_max > 0.0f) || (ml_max > 0.0f)) || (mc_max > 0.0f))
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{
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o_col0 = (hn + ln) / 2.0f;
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}
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else
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{
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o_col0 = texture(samp0, p_new_af);
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}
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}
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}
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#endif
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#endif
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