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- #version 150
- /*
- ScaleFX - Pass 1
- by Sp00kyFox, 2017-03-01
- Filter: Nearest
- Scale: 1x
- ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
- originally intended as an improvement upon Scale3x but became a new filter in
- its own right.
- ScaleFX interpolates edges up to level 6 and makes smooth transitions between
- different slopes. The filtered picture will only consist of colours present
- in the original.
- Pass 1 calculates the strength of interpolation candidates.
- Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
- 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.
- */
- #define SFX_CLR 0.5
- #define SFX_SAA 1.0
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- uniform vec4 targetSize;
- in Vertex {
- vec2 vTexCoord;
- };
- out vec4 FragColor;
- // corner strength
- float str(float d, vec2 a, vec2 b){
- float diff = a.x - a.y;
- float wght1 = max(SFX_CLR - d, 0) / SFX_CLR;
- float wght2 = clamp((1-d) + (min(a.x, b.x) + a.x > min(a.y, b.y) + a.y ? diff : -diff), 0, 1);
- return (SFX_SAA == 1 || 2*d < a.x + a.y) ? (wght1 * wght2) * (a.x * a.y) : 0;
- }
- void main() {
- /* grid metric pattern
- A B x y z x y
- D E F o w w z
- G H I
- */
- #define TEX(x, y) textureOffset(source[0], vTexCoord, ivec2(x, y))
- // metric data
- vec4 A = TEX(-1,-1), B = TEX( 0,-1);
- vec4 D = TEX(-1, 0), E = TEX( 0, 0), F = TEX( 1, 0);
- vec4 G = TEX(-1, 1), H = TEX( 0, 1), I = TEX( 1, 1);
- // corner strength
- vec4 res;
- res.x = str(D.z, vec2(D.w, E.y), vec2(A.w, D.y));
- res.y = str(F.x, vec2(E.w, E.y), vec2(B.w, F.y));
- res.z = str(H.z, vec2(E.w, H.y), vec2(H.w, I.y));
- res.w = str(H.x, vec2(D.w, H.y), vec2(G.w, G.y));
-
- FragColor = res;
- }
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