slang-shaders/edge-smoothing/eagle/shaders/super-2xsai.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
const vec3 dt = vec3(65536.0,256.0,1.0);
float GET_RESULT(float A, float B, float C, float D)
{
return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D)));
}
float reduce(vec3 color)
{
return dot(color,dt);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
/* Default Vertex shader */
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 OGL2Size = params.SourceSize.xy;
vec2 OGL2InvSize = params.SourceSize.zw;
// Calculating texel coordinates
vec2 OGL2Pos = vTexCoord*OGL2Size.xy;
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(OGL2InvSize.x,0.0);
vec2 dy = vec2(0.0,OGL2InvSize.y);
vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y);
vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y);
vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize;
vec2 pC8 = pC4 + g1;
// Reading the texels
vec3 C0 = texture(Source,pC4-g1).xyz;
vec3 C1 = texture(Source,pC4-dy).xyz;
vec3 C2 = texture(Source,pC4-g2).xyz;
vec3 D3 = texture(Source,pC4-g2+dx).xyz;
vec3 C3 = texture(Source,pC4-dx).xyz;
vec3 C4 = texture(Source,pC4).xyz;
vec3 C5 = texture(Source,pC4+dx).xyz;
vec3 D4 = texture(Source,pC8-g2).xyz;
vec3 C6 = texture(Source,pC4+g2).xyz;
vec3 C7 = texture(Source,pC4+dy).xyz;
vec3 C8 = texture(Source,pC8).xyz;
vec3 D5 = texture(Source,pC8+dx).xyz;
vec3 D0 = texture(Source,pC4+g2+dy).xyz;
vec3 D1 = texture(Source,pC8+g2).xyz;
vec3 D2 = texture(Source,pC8+dy).xyz;
vec3 D6 = texture(Source,pC8+g1).xyz;
vec3 p00,p10,p01,p11;
float c0 = reduce(C0);float c1 = reduce(C1);
float c2 = reduce(C2);float c3 = reduce(C3);
float c4 = reduce(C4);float c5 = reduce(C5);
float c6 = reduce(C6);float c7 = reduce(C7);
float c8 = reduce(C8);float d0 = reduce(D0);
float d1 = reduce(D1);float d2 = reduce(D2);
float d3 = reduce(D3);float d4 = reduce(D4);
float d5 = reduce(D5);float d6 = reduce(D6);
/* Super2xSaI code */
/* Copied from the Dosbox source code */
/* Copyright (C) 2002-2007 The DOSBox Team */
/* License: GNU-GPL */
/* Adapted by guest(r) on 16.4.2007 */
if (c7 == c5 && c4 != c8) {
p11 = p01 = C7;
} else if (c4 == c8 && c7 != c5) {
p11 = p01 = C4;
} else if (c4 == c8 && c7 == c5) {
float r;
r = GET_RESULT(c5,c4,c6,d1);
r+= GET_RESULT(c5,c4,c3,c1);
r+= GET_RESULT(c5,c4,d2,d5);
r+= GET_RESULT(c5,c4,c2,d4);
if (r > 0.0)
p11 = p01 = C5;
else if (r < 0.0)
p11 = p01 = C4;
else {
p11 = p01 = 0.5*(C4+C5);
}
} else {
if (c5 == c8 && c8 == d1 && c7 != d2 && c8 != d0)
p11 = 0.25*(3.0*C8+C7);
else if (c4 == c7 && c7 == d2 && d1 != c8 && c7 != d6)
p11 = 0.25*(3.0*C7+C8);
else
p11 = 0.5*(C7+C8);
if (c5 == c8 && c5 == c1 && c4 != c2 && c5 != c0)
p01 = 0.25*(3.0*C5+C4);
else if (c4 == c7 && c4 == c2 && c1 != c5 && c4 != d3)
p01 = 0.25*(3.0*C4+C5);
else
p01 = 0.5*(C4+C5);
}
if (c4 == c8 && c7 != c5 && c3 == c4 && c4 != d2)
p10 = 0.5*(C7+C4);
else if (c4 == c6 && c5 == c4 && c3 != c7 && c4 != d0)
p10 = 0.5*(C7+C4);
else
p10 = C7;
if (c7 == c5 && c4 != c8 && c6 == c7 && c7 != c2)
p00 = 0.5*(C7+C4);
else if (c3 == c7 && c8 == c7 && c6 != c4 && c7 != c0)
p00 = 0.5*(C7+C4);
else
p00 = C4;
// Distributing the final products
vec3 color = 0.0.xxx;
if (fp.x < 0.50)
{ if (fp.y < 0.50) color = p00; else color = p10;}
else
{ if (fp.y < 0.50) color = p01; else color = p11;}
FragColor = vec4(color, 1.0);
}