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- #version 150
- /*
- ScaleFX - Pass 3
- by Sp00kyFox, 2016-03-30
- Filter: Nearest
- Scale: 3x
- 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 3 outputs subpixels based on previously calculated tags.
- 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.
- */
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- uniform vec4 targetSize;
- in Vertex {
- vec2 vTexCoord;
- };
- out vec4 FragColor;
- // extract corners
- vec4 loadCrn(vec4 x){
- return floor(mod(x*80.0 + 0.5, 9.0));
- }
- // extract mids
- vec4 loadMid(vec4 x){
- return floor(mod(x*8.888888 + 0.055555, 9.0));
- }
- void main() {
- /* grid corners mids
- B x y x
- D E F w y
- H w z z
- */
- // read data
- vec4 E = texture(source[0], vTexCoord);
- // extract data
- vec4 crn = loadCrn(E);
- vec4 mid = loadMid(E);
- // determine subpixel
- vec2 fp = floor(3.0 * fract(vTexCoord*sourceSize[0].xy));
- float sp = fp.y == 0 ? (fp.x == 0 ? crn.x : fp.x == 1 ? mid.x : crn.y) : (fp.y == 1 ? (fp.x == 0 ? mid.w : fp.x == 1 ? 0 : mid.y) : (fp.x == 0 ? crn.w : fp.x == 1 ? mid.z : crn.z));
- // output coordinate - 0 = E, 1 = D, 2 = D0, 3 = F, 4 = F0, 5 = B, 6 = B0, 7 = H, 8 = H0
- vec2 res = sp == 0 ? vec2(0,0) : sp == 1 ? vec2(-1,0) : sp == 2 ? vec2(-2,0) : sp == 3 ? vec2(1,0) : sp == 4 ? vec2(2,0) : sp == 5 ? vec2(0,-1) : sp == 6 ? vec2(0,-2) : sp == 7 ? vec2(0,1) : vec2(0,2);
- // ouput
- FragColor = texture(source[3], vTexCoord + 1/sourceSize[0].xy * res);
- }
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