mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
289 lines
11 KiB
Plaintext
289 lines
11 KiB
Plaintext
#version 450
|
|
|
|
// xBRZ freescale
|
|
// based on :
|
|
|
|
/*
|
|
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.
|
|
|
|
*/
|
|
|
|
// This shader also uses code and/or concepts from xBRZ as it appears
|
|
// in the Desmume source code. The license for which is as follows:
|
|
|
|
// ****************************************************************************
|
|
// * This file is part of the HqMAME project. It is distributed under *
|
|
// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
|
|
// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
|
|
// * *
|
|
// * Additionally and as a special exception, the author gives permission *
|
|
// * to link the code of this program with the MAME library (or with modified *
|
|
// * versions of MAME that use the same license as MAME), and distribute *
|
|
// * linked combinations including the two. You must obey the GNU General *
|
|
// * Public License in all respects for all of the code used other than MAME. *
|
|
// * If you modify this file, you may extend this exception to your version *
|
|
// * of the file, but you are not obligated to do so. If you do not wish to *
|
|
// * do so, delete this exception statement from your version. *
|
|
// ****************************************************************************
|
|
|
|
#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);
|
|
}
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OutputSize;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#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;
|
|
|
|
|
|
#define eq(a,b) (a == b)
|
|
#define neq(a,b) (a != b)
|
|
|
|
#define P(x,y) texture(Source, coord + params.SourceSize.zw * vec2(x, y)).rgb
|
|
|
|
void main()
|
|
{
|
|
|
|
//---------------------------------------
|
|
// Input Pixel Mapping: -|x|x|x|-
|
|
// x|A|B|C|x
|
|
// x|D|E|F|x
|
|
// x|G|H|I|x
|
|
// -|x|x|x|-
|
|
|
|
vec2 pos = fract(vTexCoord * params.SourceSize.xy) - vec2(0.5, 0.5);
|
|
vec2 coord = vTexCoord - pos * params.SourceSize.zw;
|
|
|
|
vec3 A = P(-1,-1);
|
|
vec3 B = P( 0,-1);
|
|
vec3 C = P( 1,-1);
|
|
vec3 D = P(-1, 0);
|
|
vec3 E = P( 0, 0);
|
|
vec3 F = P( 1, 0);
|
|
vec3 G = P(-1, 1);
|
|
vec3 H = P( 0, 1);
|
|
vec3 I = P( 1, 1);
|
|
|
|
// blendResult Mapping: x|y|
|
|
// w|z|
|
|
ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
|
|
|
|
// Preprocess corners
|
|
// Pixel Tap Mapping: -|-|-|-|-
|
|
// -|-|B|C|-
|
|
// -|D|E|F|x
|
|
// -|G|H|I|x
|
|
// -|-|x|x|-
|
|
if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
|
|
{
|
|
float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0,2), I) + DistYCbCr(I, P(2,0)) + (4.0 * DistYCbCr(H, F));
|
|
float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(2,1)) + (4.0 * DistYCbCr(E, I));
|
|
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
|
|
blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
|
|
}
|
|
|
|
|
|
// Pixel Tap Mapping: -|-|-|-|-
|
|
// -|A|B|-|-
|
|
// x|D|E|F|-
|
|
// x|G|H|I|-
|
|
// -|x|x|-|-
|
|
if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
|
|
{
|
|
float dist_G_E = DistYCbCr(P(-2,1) , D) + DistYCbCr(D, B) + DistYCbCr(P(-1,2), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
|
|
float dist_D_H = DistYCbCr(P(-2,0) , G) + DistYCbCr(G, P(0,2)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H));
|
|
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
|
|
blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
|
|
}
|
|
|
|
// Pixel Tap Mapping: -|-|x|x|-
|
|
// -|A|B|C|x
|
|
// -|D|E|F|x
|
|
// -|-|H|I|-
|
|
// -|-|-|-|-
|
|
if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
|
|
{
|
|
float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1,-2)) + DistYCbCr(H, F) + DistYCbCr(F, P(2,-1)) + (4.0 * DistYCbCr(E, C));
|
|
float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0,-2), C) + DistYCbCr(C, P(2,0)) + (4.0 * DistYCbCr(B, F));
|
|
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
|
|
blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
|
|
}
|
|
|
|
// Pixel Tap Mapping: -|x|x|-|-
|
|
// x|A|B|C|-
|
|
// x|D|E|F|-
|
|
// -|G|H|-|-
|
|
// -|-|-|-|-
|
|
if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
|
|
{
|
|
float dist_D_B = DistYCbCr(P(-2,0), A) + DistYCbCr(A, P(0,-2)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
|
|
float dist_A_E = DistYCbCr(P(-2,-1), D) + DistYCbCr(D, H) + DistYCbCr(P(-1,-2), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E));
|
|
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
|
|
blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
|
|
}
|
|
|
|
FragColor = vec4(blendResult);
|
|
|
|
// Pixel Tap Mapping: -|-|-|-|-
|
|
// -|-|B|C|-
|
|
// -|D|E|F|x
|
|
// -|G|H|I|x
|
|
// -|-|x|x|-
|
|
if(blendResult.z == BLEND_DOMINANT || (blendResult.z == BLEND_NORMAL &&
|
|
!((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
|
|
(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I)))))
|
|
{
|
|
FragColor.z += 4.0;
|
|
|
|
float dist_F_G = DistYCbCr(F, G);
|
|
float dist_H_C = DistYCbCr(H, C);
|
|
|
|
if((STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G))
|
|
FragColor.z += 16.0;
|
|
|
|
if((STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C))
|
|
FragColor.z += 64.0;
|
|
}
|
|
|
|
// Pixel Tap Mapping: -|-|-|-|-
|
|
// -|A|B|-|-
|
|
// x|D|E|F|-
|
|
// x|G|H|I|-
|
|
// -|x|x|-|-
|
|
if(blendResult.w == BLEND_DOMINANT || (blendResult.w == BLEND_NORMAL &&
|
|
!((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
|
|
(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G)))))
|
|
{
|
|
FragColor.w += 4.0;
|
|
|
|
float dist_H_A = DistYCbCr(H, A);
|
|
float dist_D_I = DistYCbCr(D, I);
|
|
|
|
if((STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A))
|
|
FragColor.w += 16.0;
|
|
|
|
if((STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I))
|
|
FragColor.w += 64.0;
|
|
}
|
|
|
|
// Pixel Tap Mapping: -|-|x|x|-
|
|
// -|A|B|C|x
|
|
// -|D|E|F|x
|
|
// -|-|H|I|-
|
|
// -|-|-|-|-
|
|
if(blendResult.y == BLEND_DOMINANT || (blendResult.y == BLEND_NORMAL &&
|
|
!((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
|
|
(IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C)))))
|
|
{
|
|
FragColor.y += 4.0;
|
|
|
|
float dist_B_I = DistYCbCr(B, I);
|
|
float dist_F_A = DistYCbCr(F, A);
|
|
|
|
if((STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I))
|
|
FragColor.y += 16.0;
|
|
|
|
if((STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A))
|
|
FragColor.y += 64.0;
|
|
}
|
|
|
|
// Pixel Tap Mapping: -|x|x|-|-
|
|
// x|A|B|C|-
|
|
// x|D|E|F|-
|
|
// -|G|H|-|-
|
|
// -|-|-|-|-
|
|
if(blendResult.x == BLEND_DOMINANT || (blendResult.x == BLEND_NORMAL &&
|
|
!((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
|
|
(IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A)))))
|
|
{
|
|
FragColor.x += 4.0;
|
|
|
|
float dist_D_C = DistYCbCr(D, C);
|
|
float dist_B_G = DistYCbCr(B, G);
|
|
|
|
if((STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C))
|
|
FragColor.x += 16.0;
|
|
|
|
if((STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G))
|
|
FragColor.x += 64.0;
|
|
}
|
|
FragColor /= 255.0;
|
|
}
|