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203 lines
6.4 KiB
203 lines
6.4 KiB
/*
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Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
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Copyright (C) 2011-2016 Hyllian/Jararaca - 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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#define JINC2_WINDOW_SINC 0.405
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#define JINC2_SINC 0.79
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#define JINC2_AR_STRENGTH 0.8
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#define texCoord TEX0
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define OUT out
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#define IN in
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#define tex2D texture
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#else
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#define OUT varying
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#define IN attribute
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#define tex2D texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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IN vec4 VertexCoord;
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IN vec4 Color;
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IN vec2 TexCoord;
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OUT vec4 color;
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OUT vec2 texCoord;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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color = Color;
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texCoord = TexCoord * 1.0001;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define IN in
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#define tex2D texture
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out vec4 FragColor;
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#else
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#define IN varying
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#define FragColor gl_FragColor
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#define tex2D texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D s_p;
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IN vec2 texCoord;
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const float halfpi = 1.5707963267948966192313216916398;
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const float pi = 3.1415926535897932384626433832795;
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const float wa = JINC2_WINDOW_SINC*pi;
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const float wb = JINC2_SINC*pi;
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// Calculates the distance between two points
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float d(vec2 pt1, vec2 pt2)
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{
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vec2 v = pt2 - pt1;
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return sqrt(dot(v,v));
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}
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vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return min(a, min(b, min(c, d)));
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}
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vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return max(a, max(b, max(c, d)));
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}
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vec4 resampler(vec4 x)
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{
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vec4 res;
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res = (x==vec4(0.0, 0.0, 0.0, 0.0)) ? vec4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
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return res;
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}
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void main()
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{
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vec3 color;
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vec4 weights[4];
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vec2 dx = vec2(1.0, 0.0);
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vec2 dy = vec2(0.0, 1.0);
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vec2 pc = texCoord*TextureSize;
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vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
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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)));
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weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
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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)));
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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)));
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dx = dx/TextureSize;
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dy = dy/TextureSize;
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tc = tc/TextureSize;
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vec3 c00 = tex2D(s_p, tc -dx -dy).xyz;
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vec3 c10 = tex2D(s_p, tc -dy).xyz;
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vec3 c20 = tex2D(s_p, tc +dx -dy).xyz;
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vec3 c30 = tex2D(s_p, tc+2.0*dx -dy).xyz;
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vec3 c01 = tex2D(s_p, tc -dx ).xyz;
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vec3 c11 = tex2D(s_p, tc ).xyz;
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vec3 c21 = tex2D(s_p, tc +dx ).xyz;
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vec3 c31 = tex2D(s_p, tc+2.0*dx ).xyz;
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vec3 c02 = tex2D(s_p, tc -dx +dy).xyz;
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vec3 c12 = tex2D(s_p, tc +dy).xyz;
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vec3 c22 = tex2D(s_p, tc +dx +dy).xyz;
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vec3 c32 = tex2D(s_p, tc+2.0*dx +dy).xyz;
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vec3 c03 = tex2D(s_p, tc -dx+2.0*dy).xyz;
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vec3 c13 = tex2D(s_p, tc +2.0*dy).xyz;
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vec3 c23 = tex2D(s_p, tc +dx+2.0*dy).xyz;
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vec3 c33 = tex2D(s_p, tc+2.0*dx+2.0*dy).xyz;
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color = tex2D(s_p, texCoord).xyz;
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// Get min/max samples
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vec3 min_sample = min4(c11, c21, c12, c22);
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vec3 max_sample = max4(c11, c21, c12, c22);
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/*
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color = mat4x3(c00, c10, c20, c30) * weights[0];
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color+= mat4x3(c01, c11, c21, c31) * weights[1];
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color+= mat4x3(c02, c12, c22, c32) * weights[2];
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color+= mat4x3(c03, c13, c23, c33) * weights[3];
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mat4 wgts = mat4(weights[0], weights[1], weights[2], weights[3]);
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vec4 wsum = wgts * vec4(1.0,1.0,1.0,1.0);
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color = color/(dot(wsum, vec4(1.0,1.0,1.0,1.0)));
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*/
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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)));
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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)));
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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)));
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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)));
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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)));
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// Anti-ringing
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vec3 aux = color;
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, JINC2_AR_STRENGTH);
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// final sum and weight normalization
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FragColor.xyz = color;
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}
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#endif
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