mirror of
https://github.com/italicsjenga/slang-shaders.git
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377 lines
19 KiB
Plaintext
377 lines
19 KiB
Plaintext
#version 450
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/*
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Hyllian's xBR-vertex code and texel mapping
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Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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// This shader also uses code and/or concepts from xBRZ as it appears
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// in the Desmume source code. The license for which is as follows:
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// ****************************************************************************
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// * This file is part of the HqMAME project. It is distributed under *
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// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
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// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
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// * *
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// * Additionally and as a special exception, the author gives permission *
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// * to link the code of this program with the MAME library (or with modified *
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// * versions of MAME that use the same license as MAME), and distribute *
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// * linked combinations including the two. You must obey the GNU General *
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// * Public License in all respects for all of the code used other than MAME. *
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// * If you modify this file, you may extend this exception to your version *
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// * of the file, but you are not obligated to do so. If you do not wish to *
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// * do so, delete this exception statement from your version. *
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// ****************************************************************************
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#define BLEND_NONE 0
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#define BLEND_NORMAL 1
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#define BLEND_DOMINANT 2
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#define LUMINANCE_WEIGHT 1.0
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#define EQUAL_COLOR_TOLERANCE 30.0/255.0
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#define STEEP_DIRECTION_THRESHOLD 2.2
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#define DOMINANT_DIRECTION_THRESHOLD 3.6
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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const float one_sixth = 1.0 / 6.0;
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const float two_sixth = 2.0 / 6.0;
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const float four_sixth = 4.0 / 6.0;
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const float five_sixth = 5.0 / 6.0;
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float reduce(const vec3 color)
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{
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return dot(color, vec3(65536.0, 256.0, 1.0));
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}
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float DistYCbCr(const vec3 pixA, const vec3 pixB)
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{
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const vec3 w = vec3(0.2627, 0.6780, 0.0593);
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const float scaleB = 0.5 / (1.0 - w.b);
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const float scaleR = 0.5 / (1.0 - w.r);
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vec3 diff = pixA - pixB;
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float Y = dot(diff, w);
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float Cb = scaleB * (diff.b - Y);
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float Cr = scaleR * (diff.r - Y);
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return sqrt( ((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr) );
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}
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bool IsPixEqual(const vec3 pixA, const vec3 pixB)
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{
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return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
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}
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bool IsBlendingNeeded(const ivec4 blend)
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{
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return any(notEqual(blend, ivec4(BLEND_NONE)));
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}
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//---------------------------------------
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// Input Pixel Mapping: --|21|22|23|--
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// 19|06|07|08|09
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// 18|05|00|01|10
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// 17|04|03|02|11
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// --|15|14|13|--
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//
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// Output Pixel Mapping: 20|21|22|23|24|25
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// 19|06|07|08|09|26
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// 18|05|00|01|10|27
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// 17|04|03|02|11|28
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// 16|15|14|13|12|29
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// 35|34|33|32|31|30
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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layout(location = 4) out vec4 t4;
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layout(location = 5) out vec4 t5;
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layout(location = 6) out vec4 t6;
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layout(location = 7) out vec4 t7;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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t1 = vTexCoord.xxxy + vec4( -dx, 0.0, dx,-2.0*dy); // A1 B1 C1
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t2 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, -dy); // A B C
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t3 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 0.0); // D E F
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t4 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, dy); // G H I
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t5 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 2.0*dy); // G5 H5 I5
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t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0.0, dy); // A0 D0 G0
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t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0.0, dy); // C4 F4 I4
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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layout(location = 4) in vec4 t4;
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layout(location = 5) in vec4 t5;
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layout(location = 6) in vec4 t6;
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layout(location = 7) in vec4 t7;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec2 f = fract(vTexCoord.xy * params.SourceSize.xy);
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//---------------------------------------
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// Input Pixel Mapping: 20|21|22|23|24
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// 19|06|07|08|09
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// 18|05|00|01|10
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// 17|04|03|02|11
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// 16|15|14|13|12
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vec3 src[25];
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src[21] = texture(Source, t1.xw).rgb;
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src[22] = texture(Source, t1.yw).rgb;
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src[23] = texture(Source, t1.zw).rgb;
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src[ 6] = texture(Source, t2.xw).rgb;
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src[ 7] = texture(Source, t2.yw).rgb;
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src[ 8] = texture(Source, t2.zw).rgb;
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src[ 5] = texture(Source, t3.xw).rgb;
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src[ 0] = texture(Source, t3.yw).rgb;
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src[ 1] = texture(Source, t3.zw).rgb;
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src[ 4] = texture(Source, t4.xw).rgb;
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src[ 3] = texture(Source, t4.yw).rgb;
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src[ 2] = texture(Source, t4.zw).rgb;
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src[15] = texture(Source, t5.xw).rgb;
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src[14] = texture(Source, t5.yw).rgb;
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src[13] = texture(Source, t5.zw).rgb;
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src[19] = texture(Source, t6.xy).rgb;
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src[18] = texture(Source, t6.xz).rgb;
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src[17] = texture(Source, t6.xw).rgb;
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src[ 9] = texture(Source, t7.xy).rgb;
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src[10] = texture(Source, t7.xz).rgb;
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src[11] = texture(Source, t7.xw).rgb;
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float v[9];
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v[0] = reduce(src[0]);
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v[1] = reduce(src[1]);
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v[2] = reduce(src[2]);
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v[3] = reduce(src[3]);
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v[4] = reduce(src[4]);
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v[5] = reduce(src[5]);
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v[6] = reduce(src[6]);
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v[7] = reduce(src[7]);
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v[8] = reduce(src[8]);
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ivec4 blendResult = ivec4(BLEND_NONE);
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// Preprocess corners
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// Pixel Tap Mapping: --|--|--|--|--
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// --|--|07|08|--
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// --|05|00|01|10
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// --|04|03|02|11
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// --|--|14|13|--
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// Corner (1, 1)
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if ( ((v[0] == v[1] && v[3] == v[2]) || (v[0] == v[3] && v[1] == v[2])) == false)
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{
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float dist_03_01 = DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + DistYCbCr(src[14], src[ 2]) + DistYCbCr(src[ 2], src[10]) + (4.0 * DistYCbCr(src[ 3], src[ 1]));
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float dist_00_02 = DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[ 3], src[13]) + DistYCbCr(src[ 7], src[ 1]) + DistYCbCr(src[ 1], src[11]) + (4.0 * DistYCbCr(src[ 0], src[ 2]));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_03_01) < dist_00_02;
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blendResult[2] = ((dist_03_01 < dist_00_02) && (v[0] != v[1]) && (v[0] != v[3])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: --|--|--|--|--
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// --|06|07|--|--
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// 18|05|00|01|--
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// 17|04|03|02|--
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// --|15|14|--|--
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// Corner (0, 1)
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if ( ((v[5] == v[0] && v[4] == v[3]) || (v[5] == v[4] && v[0] == v[3])) == false)
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{
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float dist_04_00 = DistYCbCr(src[17], src[ 5]) + DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[15], src[ 3]) + DistYCbCr(src[ 3], src[ 1]) + (4.0 * DistYCbCr(src[ 4], src[ 0]));
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float dist_05_03 = DistYCbCr(src[18], src[ 4]) + DistYCbCr(src[ 4], src[14]) + DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + (4.0 * DistYCbCr(src[ 5], src[ 3]));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_03) < dist_04_00;
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blendResult[3] = ((dist_04_00 > dist_05_03) && (v[0] != v[5]) && (v[0] != v[3])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: --|--|22|23|--
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// --|06|07|08|09
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// --|05|00|01|10
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// --|--|03|02|--
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// --|--|--|--|--
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// Corner (1, 0)
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if ( ((v[7] == v[8] && v[0] == v[1]) || (v[7] == v[0] && v[8] == v[1])) == false)
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{
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float dist_00_08 = DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[ 7], src[23]) + DistYCbCr(src[ 3], src[ 1]) + DistYCbCr(src[ 1], src[ 9]) + (4.0 * DistYCbCr(src[ 0], src[ 8]));
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float dist_07_01 = DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + DistYCbCr(src[22], src[ 8]) + DistYCbCr(src[ 8], src[10]) + (4.0 * DistYCbCr(src[ 7], src[ 1]));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_07_01) < dist_00_08;
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blendResult[1] = ((dist_00_08 > dist_07_01) && (v[0] != v[7]) && (v[0] != v[1])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: --|21|22|--|--
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// 19|06|07|08|--
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// 18|05|00|01|--
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// --|04|03|--|--
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// --|--|--|--|--
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// Corner (0, 0)
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if ( ((v[6] == v[7] && v[5] == v[0]) || (v[6] == v[5] && v[7] == v[0])) == false)
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{
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float dist_05_07 = DistYCbCr(src[18], src[ 6]) + DistYCbCr(src[ 6], src[22]) + DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + (4.0 * DistYCbCr(src[ 5], src[ 7]));
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float dist_06_00 = DistYCbCr(src[19], src[ 5]) + DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[21], src[ 7]) + DistYCbCr(src[ 7], src[ 1]) + (4.0 * DistYCbCr(src[ 6], src[ 0]));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_07) < dist_06_00;
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blendResult[0] = ((dist_05_07 < dist_06_00) && (v[0] != v[5]) && (v[0] != v[7])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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vec3 dst[16];
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dst[ 0] = src[0];
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dst[ 1] = src[0];
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dst[ 2] = src[0];
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dst[ 3] = src[0];
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dst[ 4] = src[0];
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dst[ 5] = src[0];
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dst[ 6] = src[0];
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dst[ 7] = src[0];
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dst[ 8] = src[0];
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dst[ 9] = src[0];
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dst[10] = src[0];
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dst[11] = src[0];
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dst[12] = src[0];
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dst[13] = src[0];
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dst[14] = src[0];
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dst[15] = src[0];
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// Scale pixel
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if (IsBlendingNeeded(blendResult) == true)
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{
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float dist_01_04 = DistYCbCr(src[1], src[4]);
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float dist_03_08 = DistYCbCr(src[3], src[8]);
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bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[4]) && (v[5] != v[4]);
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bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[8]) && (v[7] != v[8]);
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bool needBlend = (blendResult[2] != BLEND_NONE);
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bool doLineBlend = ( blendResult[2] >= BLEND_DOMINANT ||
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((blendResult[1] != BLEND_NONE && !IsPixEqual(src[0], src[4])) ||
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(blendResult[3] != BLEND_NONE && !IsPixEqual(src[0], src[8])) ||
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(IsPixEqual(src[4], src[3]) && IsPixEqual(src[3], src[2]) && IsPixEqual(src[2], src[1]) && IsPixEqual(src[1], src[8]) && IsPixEqual(src[0], src[2]) == false) ) == false );
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vec3 blendPix = ( DistYCbCr(src[0], src[1]) <= DistYCbCr(src[0], src[3]) ) ? src[1] : src[3];
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dst[ 2] = mix(dst[ 2], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
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dst[ 9] = mix(dst[ 9], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
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dst[10] = mix(dst[10], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00);
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dst[11] = mix(dst[11], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
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dst[12] = mix(dst[12], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00);
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dst[13] = mix(dst[13], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
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dst[14] = mix(dst[14], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00);
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dst[15] = mix(dst[15], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
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dist_01_04 = DistYCbCr(src[7], src[2]);
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dist_03_08 = DistYCbCr(src[1], src[6]);
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haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[2]) && (v[3] != v[2]);
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haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[6]) && (v[5] != v[6]);
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needBlend = (blendResult[1] != BLEND_NONE);
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doLineBlend = ( blendResult[1] >= BLEND_DOMINANT ||
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!((blendResult[0] != BLEND_NONE && !IsPixEqual(src[0], src[2])) ||
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(blendResult[2] != BLEND_NONE && !IsPixEqual(src[0], src[6])) ||
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(IsPixEqual(src[2], src[1]) && IsPixEqual(src[1], src[8]) && IsPixEqual(src[8], src[7]) && IsPixEqual(src[7], src[6]) && !IsPixEqual(src[0], src[8])) ) );
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blendPix = ( DistYCbCr(src[0], src[7]) <= DistYCbCr(src[0], src[1]) ) ? src[7] : src[1];
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dst[ 1] = mix(dst[ 1], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
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dst[ 6] = mix(dst[ 6], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
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dst[ 7] = mix(dst[ 7], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00);
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dst[ 8] = mix(dst[ 8], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
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dst[ 9] = mix(dst[ 9], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00);
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dst[10] = mix(dst[10], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
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dst[11] = mix(dst[11], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00);
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dst[12] = mix(dst[12], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
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dist_01_04 = DistYCbCr(src[5], src[8]);
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dist_03_08 = DistYCbCr(src[7], src[4]);
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haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[8]) && (v[1] != v[8]);
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haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[4]) && (v[3] != v[4]);
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needBlend = (blendResult[0] != BLEND_NONE);
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|
doLineBlend = ( blendResult[0] >= BLEND_DOMINANT ||
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!((blendResult[3] != BLEND_NONE && !IsPixEqual(src[0], src[8])) ||
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(blendResult[1] != BLEND_NONE && !IsPixEqual(src[0], src[4])) ||
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|
(IsPixEqual(src[8], src[7]) && IsPixEqual(src[7], src[6]) && IsPixEqual(src[6], src[5]) && IsPixEqual(src[5], src[4]) && !IsPixEqual(src[0], src[6])) ) );
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|
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blendPix = ( DistYCbCr(src[0], src[5]) <= DistYCbCr(src[0], src[7]) ) ? src[5] : src[7];
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|
dst[ 0] = mix(dst[ 0], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
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|
dst[15] = mix(dst[15], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
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|
dst[ 4] = mix(dst[ 4], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00);
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|
dst[ 5] = mix(dst[ 5], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
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|
dst[ 6] = mix(dst[ 6], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00);
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|
dst[ 7] = mix(dst[ 7], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
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|
dst[ 8] = mix(dst[ 8], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00);
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|
dst[ 9] = mix(dst[ 9], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
|
|
|
|
|
|
dist_01_04 = DistYCbCr(src[3], src[6]);
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|
dist_03_08 = DistYCbCr(src[5], src[2]);
|
|
haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[6]) && (v[7] != v[6]);
|
|
haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[2]) && (v[1] != v[2]);
|
|
needBlend = (blendResult[3] != BLEND_NONE);
|
|
doLineBlend = ( blendResult[3] >= BLEND_DOMINANT ||
|
|
!((blendResult[2] != BLEND_NONE && !IsPixEqual(src[0], src[6])) ||
|
|
(blendResult[0] != BLEND_NONE && !IsPixEqual(src[0], src[2])) ||
|
|
(IsPixEqual(src[6], src[5]) && IsPixEqual(src[5], src[4]) && IsPixEqual(src[4], src[3]) && IsPixEqual(src[3], src[2]) && !IsPixEqual(src[0], src[4])) ) );
|
|
|
|
blendPix = ( DistYCbCr(src[0], src[3]) <= DistYCbCr(src[0], src[5]) ) ? src[3] : src[5];
|
|
dst[ 3] = mix(dst[ 3], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
|
|
dst[12] = mix(dst[12], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
|
|
dst[13] = mix(dst[13], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00);
|
|
dst[14] = mix(dst[14], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
|
|
dst[15] = mix(dst[15], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00);
|
|
dst[ 4] = mix(dst[ 4], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
|
|
dst[ 5] = mix(dst[ 5], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00);
|
|
dst[ 6] = mix(dst[ 6], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
|
|
}
|
|
|
|
vec3 res = mix( mix( mix( mix(dst[ 6], dst[ 7], step(0.25, f.x)), mix(dst[ 8], dst[ 9], step(0.75, f.x)), step(0.50, f.x)),
|
|
mix( mix(dst[ 5], dst[ 0], step(0.25, f.x)), mix(dst[ 1], dst[10], step(0.75, f.x)), step(0.50, f.x)), step(0.25, f.y)),
|
|
mix( mix( mix(dst[ 4], dst[ 3], step(0.25, f.x)), mix(dst[ 2], dst[11], step(0.75, f.x)), step(0.50, f.x)),
|
|
mix( mix(dst[15], dst[14], step(0.25, f.x)), mix(dst[13], dst[12], step(0.75, f.x)), step(0.50, f.x)), step(0.75, f.y)),
|
|
step(0.50, f.y));
|
|
|
|
FragColor = vec4(res, 1.0);
|
|
} |