blind conversion of hqx pass2

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hizzlekizzle 2016-08-02 20:16:48 -05:00 committed by GitHub
parent 7f43dacf86
commit 640dbbdcda

78
hqx/pass2.inc Normal file
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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
/*
* Copyright (C) 2003 Maxim Stepin ( maxst@hiend3d.com )
*
* Copyright (C) 2010 Cameron Zemek ( grom@zeminvaders.net )
*
* Copyright (C) 2014 Jules Blok ( jules@aerix.nl )
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser 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
*/
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D LUT;
void main()
{
vec2 fp = fract(vTexCoord * registers.SourceSize.xy);
vec2 quad = sign(-0.5 + fp);
float dx = registers.SourceSize.z;
float dy = registers.SourceSize.w;
vec3 p1 = texture(Original, vTexCoord).rgb;
vec3 p2 = texture(Original, vTexCoord + vec2(dx, dy) * quad).rgb;
vec3 p3 = texture(Original, vTexCoord + vec2(dx, 0.0) * quad).rgb;
vec3 p4 = texture(Original, vTexCoord + vec2(0.0, dy) * quad).rgb;
vec4x3 pixels = vec4x3(p1, p2, p3, p4);
vec2 index = texture(Source, vTexCoord).xy * vec2(255.0, 15.0 * (SCALE * SCALE));
index.y += dot(floor(fp * SCALE), vec2(1.0, SCALE));
vec2 step = 1.0 / vec2(256.0, 16.0 * (SCALE * SCALE));
vec2 offset = step / 2.0;
vec4 weights = texture(LUT, index * step + offset);
float sum = dot(weights, vec4(1.0));
vec3 res = transpose(pixels) * (weights / sum);
FragColor = vec4(res, 1.0);
}