add scalehq and supereagle

This commit is contained in:
hunterk 2016-07-21 08:37:37 -05:00
parent 16dc63625e
commit 2a48c2148c
6 changed files with 407 additions and 0 deletions

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
vec3 dtt = vec3(65536.0,255.0,1.0);
float reduce(vec3 color)
{
return dot(color, dtt);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
layout(location = 4) out vec4 t4;
layout(location = 5) out vec4 t5;
layout(location = 6) out vec4 t6;
layout(location = 7) out vec4 t7;
layout(location = 8) out vec4 t8;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float dx = global.SourceSize.z;
float dy = global.SourceSize.w;
t1.xy = vTexCoord + vec2(-dx,-dy);
t1.zw = vTexCoord + vec2(-dx, 0);
t2.xy = vTexCoord + vec2(+dx,-dy);
t2.zw = vTexCoord + vec2(+dx+dx,-dy);
t3.xy = vTexCoord + vec2(-dx, 0);
t3.zw = vTexCoord + vec2(+dx, 0);
t4.xy = vTexCoord + vec2(+dx+dx, 0);
t4.zw = vTexCoord + vec2(-dx,+dy);
t5.xy = vTexCoord + vec2( 0,+dy);
t5.zw = vTexCoord + vec2(+dx,+dy);
t6.xy = vTexCoord + vec2(+dx+dx,+dy);
t6.zw = vTexCoord + vec2(-dx,+dy+dy);
t7.xy = vTexCoord + vec2( 0,+dy+dy);
t7.zw = vTexCoord + vec2(+dx,+dy+dy);
t8.xy = vTexCoord + vec2(+dx+dx,+dy+dy);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 4) in vec4 t4;
layout(location = 5) in vec4 t5;
layout(location = 6) in vec4 t6;
layout(location = 7) in vec4 t7;
layout(location = 8) in vec4 t8;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
/* GET_RESULT function */
/* Copyright (c) 1999-2001 by Derek Liauw Kie Fa */
/* License: GNU-GPL */
int GET_RESULT(float A, float B, float C, float D)
{
int x = 0; int y = 0; int r = 0;
if (A == C) x+=1; else if (B == C) y+=1;
if (A == D) x+=1; else if (B == D) y+=1;
if (x <= 1) r+=1;
if (y <= 1) r-=1;
return r;
}
void main()
{
vec2 fp = fract(vTexCoord * global.SourceSize.xy);
// Reading the texels
vec3 C0 = texture(Source, t1.xy).xyz;
vec3 C1 = texture(Source, t1.zw).xyz;
vec3 C2 = texture(Source, t2.xy).xyz;
vec3 D3 = texture(Source, t2.zw).xyz;
vec3 C3 = texture(Source, t3.xy).xyz;
vec3 C4 = texture(Source, vTexCoord).xyz;
vec3 C5 = texture(Source, t3.zw).xyz;
vec3 D4 = texture(Source, t4.xy).xyz;
vec3 C6 = texture(Source, t4.zw).xyz;
vec3 C7 = texture(Source, t5.xy).xyz;
vec3 C8 = texture(Source, t5.zw).xyz;
vec3 D5 = texture(Source, t6.xy).xyz;
vec3 D0 = texture(Source, t6.zw).xyz;
vec3 D1 = texture(Source, t7.xy).xyz;
vec3 D2 = texture(Source, t7.zw).xyz;
vec3 D6 = texture(Source, t8.xy).xyz;
vec3 p00,p10,p01,p11;
// reducing vec3 to float
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);
/* SuperEagle 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 (c4 != c8) {
if (c7 == c5) {
p01 = p10 = C7;
if ((c6 == c7) || (c5 == c2)) {
p00 = 0.25*(3.0*C7+C4);
} else {
p00 = 0.5*(C4+C5);
}
if ((c5 == d4) || (c7 == d1)) {
p11 = 0.25*(3.0*C7+C8);
} else {
p11 = 0.5*(C7+C8);
}
} else {
p11 = 0.125*(6.0*C8+C7+C5);
p00 = 0.125*(6.0*C4+C7+C5);
p10 = 0.125*(6.0*C7+C4+C8);
p01 = 0.125*(6.0*C5+C4+C8);
}
} else {
if (c7 != c5) {
p11 = p00 = C4;
if ((c1 == c4) || (c8 == d5)) {
p01 = 0.25*(3.0*C4+C5);
} else {
p01 = 0.5*(C4+C5);
}
if ((c8 == d2) || (c3 == c4)) {
p10 = 0.25*(3.0*C4+C7);
} else {
p10 = 0.5*(C7+C8);
}
} else {
int r = 0;
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) {
p01 = p10 = C7;
p00 = p11 = 0.5*(C4+C5);
} else if (r < 0) {
p11 = p00 = C4;
p01 = p10 = 0.5*(C4+C5);
} else {
p11 = p00 = C4;
p01 = p10 = C7;
}
}
}
// Distributing the four products
p10 = (fp.x < 0.50) ? (fp.y < 0.50 ? p00 : p10) : (fp.y < 0.50 ? p01: p11);
FragColor = vec4(p10, 1.0);
}

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eagle/supereagle.slangp Normal file
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shaders = 1
shader0 = "shaders/supereagle.slang"
filter_linear0 = false
scale_type_0 = source

5
scalehq/2xScaleHQ.slangp Normal file
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shaders = 1
shader0 = "shaders/2xScaleHQ.slang"
filter_linear0 = false
scale_type_0 = source

5
scalehq/4xScaleHQ.slangp Normal file
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shaders = 1
shader0 = "shaders/4xScaleHQ.slang"
filter_linear0 = false
scale_type_0 = source

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
vec3 dt = vec3(1.0);
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
layout(location = 4) out vec4 t4;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float x = 0.5 * global.SourceSize.z;
float y = 0.5 * global.SourceSize.w;
vec2 dg1 = vec2( x, y);
vec2 dg2 = vec2(-x, y);
vec2 dx = vec2(x, 0.0);
vec2 dy = vec2(0.0, y);
t1 = vec4(vTexCoord - dg1, vTexCoord - dy);
t2 = vec4(vTexCoord - dg2, vTexCoord + dx);
t3 = vec4(vTexCoord + dg1, vTexCoord + dy);
t4 = vec4(vTexCoord + dg2, vTexCoord - dx);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 4) in vec4 t4;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float mx = 0.325; // start smoothing wt.
float k = -0.250; // wt. decrease factor
float max_w = 0.25; // max filter weigth
float min_w =-0.05; // min filter weigth
float lum_add = 0.25; // affects smoothing
void main()
{
vec3 c00 = texture(Source, t1.xy).xyz;
vec3 c10 = texture(Source, t1.zw).xyz;
vec3 c20 = texture(Source, t2.xy).xyz;
vec3 c01 = texture(Source, t4.zw).xyz;
vec3 c11 = texture(Source, vTexCoord).xyz;
vec3 c21 = texture(Source, t2.zw).xyz;
vec3 c02 = texture(Source, t4.xy).xyz;
vec3 c12 = texture(Source, t3.zw).xyz;
vec3 c22 = texture(Source, t3.xy).xyz;
float md1 = dot(abs(c00 - c22), dt);
float md2 = dot(abs(c02 - c20), dt);
float w1 = dot(abs(c22 - c11), dt) * md2;
float w2 = dot(abs(c02 - c11), dt) * md1;
float w3 = dot(abs(c00 - c11), dt) * md2;
float w4 = dot(abs(c20 - c11), dt) * md1;
float t1 = w1 + w3;
float t2 = w2 + w4;
float ww = max(t1, t2) + 0.0001;
c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);
float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);
float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);
w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);
w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);
w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);
FragColor = vec4(w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11, 1.0);
}

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
/*
4xGLSLHqFilter shader
Copyright (C) 2005 guest(r) - guest.r@gmail.com
This program 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 program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
vec3 dt = vec3(1.0);
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
layout(location = 4) out vec4 t4;
layout(location = 5) out vec4 t5;
layout(location = 6) out vec4 t6;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float x = 0.5 * global.SourceSize.z;
float y = 0.5 * global.SourceSize.w;
vec2 dg1 = vec2( x, y);
vec2 dg2 = vec2(-x, y);
vec2 sd1 = dg1 * 0.5;
vec2 sd2 = dg2 * 0.5;
vec2 ddx = vec2(x, 0.0);
vec2 ddy = vec2(0.0, y);
t1 = vec4(vTexCoord - sd1, vTexCoord - ddy);
t2 = vec4(vTexCoord - sd2, vTexCoord + ddx);
t3 = vec4(vTexCoord + sd1, vTexCoord + ddy);
t4 = vec4(vTexCoord + sd2, vTexCoord - ddx);
t5 = vec4(vTexCoord - dg1, vTexCoord - dg2);
t6 = vec4(vTexCoord + dg1, vTexCoord + dg2);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 4) in vec4 t4;
layout(location = 5) in vec4 t5;
layout(location = 6) in vec4 t6;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float mx = 1.0; // start smoothing wt.
float k = -1.10; // wt. decrease factor
float max_w = 0.75; // max filter weigth
float min_w = 0.03; // min filter weigth
float lum_add = 0.33; // affects smoothing
void main()
{
vec3 c = texture(Source, vTexCoord).xyz;
vec3 i1 = texture(Source, t1.xy).xyz;
vec3 i2 = texture(Source, t2.xy).xyz;
vec3 i3 = texture(Source, t3.xy).xyz;
vec3 i4 = texture(Source, t4.xy).xyz;
vec3 o1 = texture(Source, t5.xy).xyz;
vec3 o3 = texture(Source, t6.xy).xyz;
vec3 o2 = texture(Source, t5.zw).xyz;
vec3 o4 = texture(Source, t6.zw).xyz;
vec3 s1 = texture(Source, t1.zw).xyz;
vec3 s2 = texture(Source, t2.zw).xyz;
vec3 s3 = texture(Source, t3.zw).xyz;
vec3 s4 = texture(Source, t4.zw).xyz;
float ko1=dot(abs(o1-c),dt);
float ko2=dot(abs(o2-c),dt);
float ko3=dot(abs(o3-c),dt);
float ko4=dot(abs(o4-c),dt);
float k1=min(dot(abs(i1-i3),dt),max(ko1,ko3));
float k2=min(dot(abs(i2-i4),dt),max(ko2,ko4));
float w1 = k2; if(ko3<ko1) w1*=ko3/ko1;
float w2 = k1; if(ko4<ko2) w2*=ko4/ko2;
float w3 = k2; if(ko1<ko3) w3*=ko1/ko3;
float w4 = k1; if(ko2<ko4) w4*=ko2/ko4;
c=(w1*o1+w2*o2+w3*o3+w4*o4+0.001*c)/(w1+w2+w3+w4+0.001);
w1 = k*dot(abs(i1-c)+abs(i3-c),dt)/(0.125*dot(i1+i3,dt)+lum_add);
w2 = k*dot(abs(i2-c)+abs(i4-c),dt)/(0.125*dot(i2+i4,dt)+lum_add);
w3 = k*dot(abs(s1-c)+abs(s3-c),dt)/(0.125*dot(s1+s3,dt)+lum_add);
w4 = k*dot(abs(s2-c)+abs(s4-c),dt)/(0.125*dot(s2+s4,dt)+lum_add);
w1 = clamp(w1+mx,min_w,max_w);
w2 = clamp(w2+mx,min_w,max_w);
w3 = clamp(w3+mx,min_w,max_w);
w4 = clamp(w4+mx,min_w,max_w);
FragColor = vec4((w1*(i1+i3)+w2*(i2+i4)+w3*(s1+s3)+w4*(s2+s4)+c)/(2.0*(w1+w2+w3+w4)+1.0), 1.0);
}