v2026.2.17
This commit is contained in:
@@ -0,0 +1,73 @@
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING out
|
||||
#define COMPAT_ATTRIBUTE in
|
||||
#define COMPAT_TEXTURE texture
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define COMPAT_ATTRIBUTE attribute
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
||||
COMPAT_ATTRIBUTE vec4 COLOR;
|
||||
COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 COL0;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
|
||||
TEX0.xy = TexCoord.xy;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING in
|
||||
#define COMPAT_TEXTURE texture
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define FragColor gl_FragColor
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D Texture;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = COMPAT_TEXTURE(Texture, TEX0.xy);
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,137 @@
|
||||
/*
|
||||
The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
|
||||
Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
|
||||
Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
|
||||
See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
|
||||
ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
|
||||
Modified to use 5 texture fetches
|
||||
*/
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING out
|
||||
#define COMPAT_ATTRIBUTE in
|
||||
#define COMPAT_TEXTURE texture
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define COMPAT_ATTRIBUTE attribute
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
precision COMPAT_PRECISION float;
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
||||
COMPAT_ATTRIBUTE vec4 COLOR;
|
||||
COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 COL0;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
COL0 = COLOR;
|
||||
TEX0.xy = TexCoord.xy;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING in
|
||||
#define COMPAT_TEXTURE texture
|
||||
out mediump vec4 FragColor;
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define FragColor gl_FragColor
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D Texture;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
// compatibility #defines
|
||||
#define Source Texture
|
||||
#define vTexCoord TEX0.xy
|
||||
|
||||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
||||
#define outsize vec4(OutputSize, 1.0 / OutputSize)
|
||||
|
||||
void main()
|
||||
{
|
||||
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
|
||||
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
|
||||
// location [1, 1] in the grid, where [0, 0] is the top left corner.
|
||||
vec2 samplePos = vTexCoord * SourceSize.xy;
|
||||
vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
|
||||
|
||||
// Compute the fractional offset from our starting texel to our original sample location, which we'll
|
||||
// feed into the Catmull-Rom spline function to get our filter weights.
|
||||
vec2 f = samplePos - texPos1;
|
||||
|
||||
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
|
||||
// These equations are pre-expanded based on our knowledge of where the texels will be located,
|
||||
// which lets us avoid having to evaluate a piece-wise function.
|
||||
vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
|
||||
vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
|
||||
vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
|
||||
vec2 w3 = f * f * (-0.5 + 0.5 * f);
|
||||
|
||||
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
|
||||
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
|
||||
vec2 w12 = w1 + w2;
|
||||
vec2 offset12 = w2 / (w1 + w2);
|
||||
|
||||
// Compute the final UV coordinates we'll use for sampling the texture
|
||||
vec2 texPos0 = texPos1 - 1.;
|
||||
vec2 texPos3 = texPos1 + 2.;
|
||||
vec2 texPos12 = texPos1 + offset12;
|
||||
|
||||
texPos0 *= SourceSize.zw;
|
||||
texPos3 *= SourceSize.zw;
|
||||
texPos12 *= SourceSize.zw;
|
||||
|
||||
float wtm = w12.x * w0.y;
|
||||
float wml = w0.x * w12.y;
|
||||
float wmm = w12.x * w12.y;
|
||||
float wmr = w3.x * w12.y;
|
||||
float wbm = w12.x * w3.y;
|
||||
|
||||
vec3 result = vec3(0.0f);
|
||||
|
||||
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;
|
||||
result += COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;
|
||||
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;
|
||||
result += COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;
|
||||
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;
|
||||
|
||||
FragColor = vec4(result * (1./(wtm+wml+wmm+wmr+wbm)), 1.0);
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,202 @@
|
||||
/*
|
||||
Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
|
||||
|
||||
Copyright (C) 2011-2016 Hyllian/Jararaca - 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.
|
||||
|
||||
*/
|
||||
|
||||
#define JINC2_WINDOW_SINC 0.405
|
||||
#define JINC2_SINC 0.79
|
||||
#define JINC2_AR_STRENGTH 0.8
|
||||
|
||||
#define texCoord TEX0
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define OUT out
|
||||
#define IN in
|
||||
#define tex2D texture
|
||||
#else
|
||||
#define OUT varying
|
||||
#define IN attribute
|
||||
#define tex2D texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
|
||||
IN vec4 VertexCoord;
|
||||
IN vec4 Color;
|
||||
IN vec2 TexCoord;
|
||||
OUT vec4 color;
|
||||
OUT vec2 texCoord;
|
||||
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
color = Color;
|
||||
texCoord = TexCoord * 1.0001;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define IN in
|
||||
#define tex2D texture
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
#define IN varying
|
||||
#define FragColor gl_FragColor
|
||||
#define tex2D texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D s_p;
|
||||
IN vec2 texCoord;
|
||||
|
||||
const float halfpi = 1.5707963267948966192313216916398;
|
||||
const float pi = 3.1415926535897932384626433832795;
|
||||
const float wa = JINC2_WINDOW_SINC*pi;
|
||||
const float wb = JINC2_SINC*pi;
|
||||
|
||||
// Calculates the distance between two points
|
||||
float d(vec2 pt1, vec2 pt2)
|
||||
{
|
||||
vec2 v = pt2 - pt1;
|
||||
return sqrt(dot(v,v));
|
||||
}
|
||||
|
||||
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return min(a, min(b, min(c, d)));
|
||||
}
|
||||
|
||||
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return max(a, max(b, max(c, d)));
|
||||
}
|
||||
|
||||
vec4 resampler(vec4 x)
|
||||
{
|
||||
vec4 res;
|
||||
|
||||
res = (x==vec4(0.0, 0.0, 0.0, 0.0)) ? vec4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec3 color;
|
||||
vec4 weights[4];
|
||||
|
||||
vec2 dx = vec2(1.0, 0.0);
|
||||
vec2 dy = vec2(0.0, 1.0);
|
||||
|
||||
vec2 pc = texCoord*TextureSize;
|
||||
|
||||
vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
|
||||
|
||||
weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
|
||||
weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
|
||||
weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
|
||||
weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
|
||||
|
||||
dx = dx/TextureSize;
|
||||
dy = dy/TextureSize;
|
||||
tc = tc/TextureSize;
|
||||
|
||||
vec3 c00 = tex2D(s_p, tc -dx -dy).xyz;
|
||||
vec3 c10 = tex2D(s_p, tc -dy).xyz;
|
||||
vec3 c20 = tex2D(s_p, tc +dx -dy).xyz;
|
||||
vec3 c30 = tex2D(s_p, tc+2.0*dx -dy).xyz;
|
||||
vec3 c01 = tex2D(s_p, tc -dx ).xyz;
|
||||
vec3 c11 = tex2D(s_p, tc ).xyz;
|
||||
vec3 c21 = tex2D(s_p, tc +dx ).xyz;
|
||||
vec3 c31 = tex2D(s_p, tc+2.0*dx ).xyz;
|
||||
vec3 c02 = tex2D(s_p, tc -dx +dy).xyz;
|
||||
vec3 c12 = tex2D(s_p, tc +dy).xyz;
|
||||
vec3 c22 = tex2D(s_p, tc +dx +dy).xyz;
|
||||
vec3 c32 = tex2D(s_p, tc+2.0*dx +dy).xyz;
|
||||
vec3 c03 = tex2D(s_p, tc -dx+2.0*dy).xyz;
|
||||
vec3 c13 = tex2D(s_p, tc +2.0*dy).xyz;
|
||||
vec3 c23 = tex2D(s_p, tc +dx+2.0*dy).xyz;
|
||||
vec3 c33 = tex2D(s_p, tc+2.0*dx+2.0*dy).xyz;
|
||||
|
||||
color = tex2D(s_p, texCoord).xyz;
|
||||
|
||||
// Get min/max samples
|
||||
vec3 min_sample = min4(c11, c21, c12, c22);
|
||||
vec3 max_sample = max4(c11, c21, c12, c22);
|
||||
/*
|
||||
color = mat4x3(c00, c10, c20, c30) * weights[0];
|
||||
color+= mat4x3(c01, c11, c21, c31) * weights[1];
|
||||
color+= mat4x3(c02, c12, c22, c32) * weights[2];
|
||||
color+= mat4x3(c03, c13, c23, c33) * weights[3];
|
||||
mat4 wgts = mat4(weights[0], weights[1], weights[2], weights[3]);
|
||||
vec4 wsum = wgts * vec4(1.0,1.0,1.0,1.0);
|
||||
color = color/(dot(wsum, vec4(1.0,1.0,1.0,1.0)));
|
||||
*/
|
||||
|
||||
|
||||
color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));
|
||||
color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));
|
||||
color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));
|
||||
color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));
|
||||
color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));
|
||||
|
||||
// Anti-ringing
|
||||
vec3 aux = color;
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
color = mix(aux, color, JINC2_AR_STRENGTH);
|
||||
|
||||
// final sum and weight normalization
|
||||
FragColor.xyz = color;
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,205 @@
|
||||
/*
|
||||
Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
|
||||
|
||||
Copyright (C) 2011-2016 Hyllian/Jararaca - 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.
|
||||
|
||||
*/
|
||||
|
||||
#define JINC2_WINDOW_SINC 0.5
|
||||
#define JINC2_SINC 1.0
|
||||
#define JINC2_AR_STRENGTH 0.8
|
||||
|
||||
#define texCoord TEX0
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define OUT out
|
||||
#define IN in
|
||||
#define tex2D texture
|
||||
#else
|
||||
#define OUT varying
|
||||
#define IN attribute
|
||||
#define tex2D texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
|
||||
IN vec4 VertexCoord;
|
||||
IN vec4 Color;
|
||||
IN vec2 TexCoord;
|
||||
OUT vec4 color;
|
||||
OUT vec2 texCoord;
|
||||
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
color = Color;
|
||||
texCoord = TexCoord;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define IN in
|
||||
#define tex2D texture
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
#define IN varying
|
||||
#define FragColor gl_FragColor
|
||||
#define tex2D texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D s_p;
|
||||
IN vec2 texCoord;
|
||||
|
||||
const float halfpi = 1.5707963267948966192313216916398;
|
||||
const float pi = 3.1415926535897932384626433832795;
|
||||
const float wa = JINC2_WINDOW_SINC*pi;
|
||||
const float wb = JINC2_SINC*pi;
|
||||
|
||||
// Calculates the distance between two points
|
||||
float d(vec2 pt1, vec2 pt2)
|
||||
{
|
||||
vec2 v = pt2 - pt1;
|
||||
return sqrt(dot(v,v));
|
||||
}
|
||||
|
||||
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return min(a, min(b, min(c, d)));
|
||||
}
|
||||
|
||||
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return max(a, max(b, max(c, d)));
|
||||
}
|
||||
|
||||
vec4 resampler(vec4 x)
|
||||
{
|
||||
vec4 res;
|
||||
|
||||
res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
|
||||
res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
|
||||
res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
|
||||
res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec3 color;
|
||||
vec4 weights[4];
|
||||
|
||||
vec2 dx = vec2(1.0, 0.0);
|
||||
vec2 dy = vec2(0.0, 1.0);
|
||||
|
||||
vec2 pc = texCoord*TextureSize;
|
||||
|
||||
vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
|
||||
|
||||
weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
|
||||
weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
|
||||
weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
|
||||
weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
|
||||
|
||||
dx = dx/TextureSize;
|
||||
dy = dy/TextureSize;
|
||||
tc = tc/TextureSize;
|
||||
|
||||
vec3 c00 = tex2D(s_p, tc -dx -dy).xyz;
|
||||
vec3 c10 = tex2D(s_p, tc -dy).xyz;
|
||||
vec3 c20 = tex2D(s_p, tc +dx -dy).xyz;
|
||||
vec3 c30 = tex2D(s_p, tc+2.0*dx -dy).xyz;
|
||||
vec3 c01 = tex2D(s_p, tc -dx ).xyz;
|
||||
vec3 c11 = tex2D(s_p, tc ).xyz;
|
||||
vec3 c21 = tex2D(s_p, tc +dx ).xyz;
|
||||
vec3 c31 = tex2D(s_p, tc+2.0*dx ).xyz;
|
||||
vec3 c02 = tex2D(s_p, tc -dx +dy).xyz;
|
||||
vec3 c12 = tex2D(s_p, tc +dy).xyz;
|
||||
vec3 c22 = tex2D(s_p, tc +dx +dy).xyz;
|
||||
vec3 c32 = tex2D(s_p, tc+2.0*dx +dy).xyz;
|
||||
vec3 c03 = tex2D(s_p, tc -dx+2.0*dy).xyz;
|
||||
vec3 c13 = tex2D(s_p, tc +2.0*dy).xyz;
|
||||
vec3 c23 = tex2D(s_p, tc +dx+2.0*dy).xyz;
|
||||
vec3 c33 = tex2D(s_p, tc+2.0*dx+2.0*dy).xyz;
|
||||
|
||||
color = tex2D(s_p, texCoord).xyz;
|
||||
|
||||
// Get min/max samples
|
||||
vec3 min_sample = min4(c11, c21, c12, c22);
|
||||
vec3 max_sample = max4(c11, c21, c12, c22);
|
||||
/*
|
||||
color = mat4x3(c00, c10, c20, c30) * weights[0];
|
||||
color+= mat4x3(c01, c11, c21, c31) * weights[1];
|
||||
color+= mat4x3(c02, c12, c22, c32) * weights[2];
|
||||
color+= mat4x3(c03, c13, c23, c33) * weights[3];
|
||||
mat4 wgts = mat4(weights[0], weights[1], weights[2], weights[3]);
|
||||
vec4 wsum = wgts * vec4(1.0,1.0,1.0,1.0);
|
||||
color = color/(dot(wsum, vec4(1.0,1.0,1.0,1.0)));
|
||||
*/
|
||||
|
||||
|
||||
color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));
|
||||
color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));
|
||||
color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));
|
||||
color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));
|
||||
color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));
|
||||
|
||||
// Anti-ringing
|
||||
vec3 aux = color;
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
color = mix(aux, color, JINC2_AR_STRENGTH);
|
||||
|
||||
// final sum and weight normalization
|
||||
FragColor.xyz = color;
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user