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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[];
- uniform vec4 targetSize;
- 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[1], coord + sourceSize[1].zw * vec2(x, y)).rgb
- void main() {
- //---------------------------------------
- // Input Pixel Mapping: -|B|-
- // D|E|F
- // -|H|-
- vec2 scale = targetSize.xy * sourceSize[1].zw;
- vec2 pos = fract(texCoord * sourceSize[1].xy) - vec2(0.5, 0.5);
- vec2 coord = texCoord - pos * sourceSize[1].zw;
- vec3 B = P( 0,-1);
- vec3 D = P(-1, 0);
- vec3 E = P( 0, 0);
- vec3 F = P( 1, 0);
- vec3 H = P( 0, 1);
- vec4 info = floor(texture(source[0], coord) * 255.0 + 0.5);
- // info Mapping: x|y|
- // w|z|
- vec4 blendResult = floor(mod(info, 4.0));
- vec4 doLineBlend = floor(mod(info / 4.0, 4.0));
- vec4 haveShallowLine = floor(mod(info / 16.0, 4.0));
- vec4 haveSteepLine = floor(mod(info / 64.0, 4.0));
- vec3 res = E;
- // Pixel Tap Mapping: -|-|-
- // -|E|F
- // -|H|-
- if(blendResult.z > BLEND_NONE)
- {
- vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
- vec2 direction = vec2(1.0, -1.0);
- if(doLineBlend.z > 0.0)
- {
- origin = haveShallowLine.z > 0.0? vec2(0.0, 0.25) : vec2(0.0, 0.5);
- direction.x += haveShallowLine.z;
- direction.y -= haveSteepLine.z;
- }
- vec3 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H)));
- res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
- }
- // Pixel Tap Mapping: -|-|-
- // D|E|-
- // -|H|-
- if(blendResult.w > BLEND_NONE)
- {
- vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
- vec2 direction = vec2(1.0, 1.0);
- if(doLineBlend.w > 0.0)
- {
- origin = haveShallowLine.w > 0.0? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
- direction.y += haveShallowLine.w;
- direction.x += haveSteepLine.w;
- }
- vec3 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H)));
- res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
- }
- // Pixel Tap Mapping: -|B|-
- // -|E|F
- // -|-|-
- if(blendResult.y > BLEND_NONE)
- {
- vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
- vec2 direction = vec2(-1.0, -1.0);
- if(doLineBlend.y > 0.0)
- {
- origin = haveShallowLine.y > 0.0? vec2(0.25, 0.0) : vec2(0.5, 0.0);
- direction.y -= haveShallowLine.y;
- direction.x -= haveSteepLine.y;
- }
- vec3 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F)));
- res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
- }
- // Pixel Tap Mapping: -|B|-
- // D|E|-
- // -|-|-
- if(blendResult.x > BLEND_NONE)
- {
- vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
- vec2 direction = vec2(-1.0, 1.0);
- if(doLineBlend.x > 0.0)
- {
- origin = haveShallowLine.x > 0.0? vec2(0.0, -0.25) : vec2(0.0, -0.5);
- direction.x -= haveShallowLine.x;
- direction.y += haveSteepLine.x;
- }
- vec3 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D)));
- res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
- }
- fragColor = vec4(res, 1.0);
- }
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