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- #version 150
- // xBRZ freescale
- // based on :
- // 4xBRZ shader - Copyright (C) 2014-2016 DeSmuME team
- //
- // This file is free software: you can redistribute it and/or modify
- // it under the terms of the GNU General Public License as published by
- // the Free Software Foundation, either version 2 of the License, or
- // (at your option) any later version.
- //
- // This file is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License
- // along with the this software. If not, see <http://www.gnu.org/licenses/>.
- /*
- Hyllian's xBR-vertex code and texel mapping
-
- Copyright (C) 2011/2016 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.
- */
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- #define BLEND_NONE 0
- #define BLEND_NORMAL 1
- #define BLEND_DOMINANT 2
- #define LUMINANCE_WEIGHT 1.0
- #define EQUAL_COLOR_TOLERANCE 30.0/255.0
- #define STEEP_DIRECTION_THRESHOLD 2.2
- #define DOMINANT_DIRECTION_THRESHOLD 3.6
- float DistYCbCr(vec3 pixA, vec3 pixB)
- {
- const vec3 w = vec3(0.2627, 0.6780, 0.0593);
- const float scaleB = 0.5 / (1.0 - w.b);
- const float scaleR = 0.5 / (1.0 - w.r);
- vec3 diff = pixA - pixB;
- float Y = dot(diff.rgb, w);
- float Cb = scaleB * (diff.b - Y);
- float Cr = scaleR * (diff.r - Y);
- return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
- }
- bool IsPixEqual(const vec3 pixA, const vec3 pixB)
- {
- return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
- }
- float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
- {
- vec2 P0 = center - origin;
- vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
- vec2 distv = P0 - proj;
- vec2 orth = vec2(-direction.y, direction.x);
- float side = sign(dot(P0, orth));
- float v = side * length(distv * scale);
- // return step(0, v);
- return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
- }
- #define eq(a,b) (a == b)
- #define neq(a,b) (a != b)
- #define P(x,y) texture(source[0], coord + sourceSize[0].zw * vec2(x, y)).rgb
- void main() {
- //---------------------------------------
- // Input Pixel Mapping: -|x|x|x|-
- // x|A|B|C|x
- // x|D|E|F|x
- // x|G|H|I|x
- // -|x|x|x|-
- vec2 pos = fract(texCoord * sourceSize[0].xy) - vec2(0.5, 0.5);
- vec2 coord = texCoord - pos * sourceSize[0].zw;
- vec3 A = P(-1,-1);
- vec3 B = P( 0,-1);
- vec3 C = P( 1,-1);
- vec3 D = P(-1, 0);
- vec3 E = P( 0, 0);
- vec3 F = P( 1, 0);
- vec3 G = P(-1, 1);
- vec3 H = P( 0, 1);
- vec3 I = P( 1, 1);
- // blendResult Mapping: x|y|
- // w|z|
- ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
- // Preprocess corners
- // Pixel Tap Mapping: -|-|-|-|-
- // -|-|B|C|-
- // -|D|E|F|x
- // -|G|H|I|x
- // -|-|x|x|-
- if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
- {
- float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0,2), I) + DistYCbCr(I, P(2,0)) + (4.0 * DistYCbCr(H, F));
- float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(2,1)) + (4.0 * DistYCbCr(E, I));
- bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
- blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
- }
- // Pixel Tap Mapping: -|-|-|-|-
- // -|A|B|-|-
- // x|D|E|F|-
- // x|G|H|I|-
- // -|x|x|-|-
- if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
- {
- float dist_G_E = DistYCbCr(P(-2,1) , D) + DistYCbCr(D, B) + DistYCbCr(P(-1,2), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
- float dist_D_H = DistYCbCr(P(-2,0) , G) + DistYCbCr(G, P(0,2)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H));
- bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
- blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
- }
- // Pixel Tap Mapping: -|-|x|x|-
- // -|A|B|C|x
- // -|D|E|F|x
- // -|-|H|I|-
- // -|-|-|-|-
- if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
- {
- float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1,-2)) + DistYCbCr(H, F) + DistYCbCr(F, P(2,-1)) + (4.0 * DistYCbCr(E, C));
- float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0,-2), C) + DistYCbCr(C, P(2,0)) + (4.0 * DistYCbCr(B, F));
- bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
- blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
- }
- // Pixel Tap Mapping: -|x|x|-|-
- // x|A|B|C|-
- // x|D|E|F|-
- // -|G|H|-|-
- // -|-|-|-|-
- if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
- {
- float dist_D_B = DistYCbCr(P(-2,0), A) + DistYCbCr(A, P(0,-2)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
- float dist_A_E = DistYCbCr(P(-2,-1), D) + DistYCbCr(D, H) + DistYCbCr(P(-1,-2), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E));
- bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
- blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
- }
- fragColor = vec4(blendResult);
- // Pixel Tap Mapping: -|-|-|-|-
- // -|-|B|C|-
- // -|D|E|F|x
- // -|G|H|I|x
- // -|-|x|x|-
- if(blendResult.z == BLEND_DOMINANT || (blendResult.z == BLEND_NORMAL &&
- !((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
- (IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I)))))
- {
- fragColor.z += 4.0;
- float dist_F_G = DistYCbCr(F, G);
- float dist_H_C = DistYCbCr(H, C);
- if((STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G))
- fragColor.z += 16.0;
- if((STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C))
- fragColor.z += 64.0;
- }
- // Pixel Tap Mapping: -|-|-|-|-
- // -|A|B|-|-
- // x|D|E|F|-
- // x|G|H|I|-
- // -|x|x|-|-
- if(blendResult.w == BLEND_DOMINANT || (blendResult.w == BLEND_NORMAL &&
- !((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
- (IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G)))))
- {
- fragColor.w += 4.0;
- float dist_H_A = DistYCbCr(H, A);
- float dist_D_I = DistYCbCr(D, I);
- if((STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A))
- fragColor.w += 16.0;
- if((STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I))
- fragColor.w += 64.0;
- }
- // Pixel Tap Mapping: -|-|x|x|-
- // -|A|B|C|x
- // -|D|E|F|x
- // -|-|H|I|-
- // -|-|-|-|-
- if(blendResult.y == BLEND_DOMINANT || (blendResult.y == BLEND_NORMAL &&
- !((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
- (IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C)))))
- {
- fragColor.y += 4.0;
- float dist_B_I = DistYCbCr(B, I);
- float dist_F_A = DistYCbCr(F, A);
- if((STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I))
- fragColor.y += 16.0;
- if((STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A))
- fragColor.y += 64.0;
- }
- // Pixel Tap Mapping: -|x|x|-|-
- // x|A|B|C|-
- // x|D|E|F|-
- // -|G|H|-|-
- // -|-|-|-|-
- if(blendResult.x == BLEND_DOMINANT || (blendResult.x == BLEND_NORMAL &&
- !((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
- (IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A)))))
- {
- fragColor.x += 4.0;
- float dist_D_C = DistYCbCr(D, C);
- float dist_B_G = DistYCbCr(B, G);
- if((STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C))
- fragColor.x += 16.0;
- if((STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G))
- fragColor.x += 64.0;
- }
- fragColor /= 255.0;
- }
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