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Add 2 special post process effects for Street Fighter Alpha 3 MAX since it's really awful with texture scaling.
Use at least x4 render res to get good results from those 2.
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@@ -0,0 +1,221 @@
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/*
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Hyllian's xBR-lv2 Shader Accuracy (tweak by guest.r)
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Copyright (C) 2011-2015 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
|
||||
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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Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
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*/
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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#define CornerA 0 //ON:1/OFF:0 / A, B, C, D are just different variants of corner rounding
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#define CornerB 0 //ON:1/OFF:0 / activate only one
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#define CornerD 0 //ON:1/OFF:0
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// CornerC //used as default if none of the above is defined
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const float XBR_SCALE = 3.0;
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const float lv2_cf = 2.0;
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const float coef = 2.0;
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const vec3 rgbw = vec3(14.352, 28.176, 5.472);
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const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
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const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
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const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
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const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
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const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
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const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
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const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
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const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
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uniform sampler2D sampler0;
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uniform vec2 u_pixelDelta;
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varying vec2 v_texcoord0;
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// Difference between vector components.
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vec4 df(vec4 A, vec4 B) {
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return vec4(abs(A-B));
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}
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// Compare two vectors and return their components are different.
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vec4 diff(vec4 A, vec4 B) {
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return vec4(notEqual(A, B));
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}
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// Determine if two vector components are equal based on a threshold.
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vec4 eq(vec4 A, vec4 B) {
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return (step(df(A, B), eq_threshold));
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}
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// Determine if two vector components are NOT equal based on a threshold.
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vec4 neq(vec4 A, vec4 B) {
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return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
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}
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float c_df(vec3 c1, vec3 c2) {
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vec3 df = abs(c1 - c2);
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return df.r + df.g + df.b;
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}
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void main() {
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// PSOne SFA3MAX factor I used 0.81 for widescreen, but 1.04 for normal
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float sampleMod = 0.802;//0.81; // Reduce for lower res textures, increase for higher res textures
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float scaleFactor = 480.0 * u_pixelDelta.x * sampleMod; // increase or decrease to match textures
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bool upscale = scaleFactor < 0.5;
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vec3 res = texture2D(sampler0, v_texcoord0.xy).xyz;
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// Let's skip the whole scaling if output size smaller than 1.6x of input size
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if (upscale) {
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vec4 edri, edr, edr_l, edr_u, px; // px = pixel, edr = edge detection rule
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vec4 irlv0, irlv1, irlv2l, irlv2u;
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vec4 fx, fx_l, fx_u; // inequations of straight lines.
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vec2 pS = 1.0 / (u_pixelDelta.xy / scaleFactor);
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vec2 fp = fract(v_texcoord0.xy*pS.xy);
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vec2 TexCoord_0 = v_texcoord0.xy-fp*(u_pixelDelta.xy / scaleFactor);// / scaleFactor);//vec2(scaleFactor, scaleFactor).xy);
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vec2 dx = vec2(u_pixelDelta.x / scaleFactor,0.0);
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vec2 dy = vec2(0.0,u_pixelDelta.y / scaleFactor);
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vec2 y2 = dy + dy; vec2 x2 = dx + dx;
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vec4 delta = vec4(1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE);
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vec4 delta_l = vec4(0.5/XBR_SCALE, 1.0/XBR_SCALE, 0.5/XBR_SCALE, 1.0/XBR_SCALE);
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vec4 delta_u = delta_l.yxwz;
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vec3 A = texture2D(sampler0, TexCoord_0 -dx -dy ).xyz;
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vec3 B = texture2D(sampler0, TexCoord_0 -dy ).xyz;
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vec3 C = texture2D(sampler0, TexCoord_0 +dx -dy ).xyz;
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vec3 D = texture2D(sampler0, TexCoord_0 -dx ).xyz;
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vec3 E = texture2D(sampler0, TexCoord_0 ).xyz;
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vec3 F = texture2D(sampler0, TexCoord_0 +dx ).xyz;
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vec3 G = texture2D(sampler0, TexCoord_0 -dx +dy ).xyz;
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vec3 H = texture2D(sampler0, TexCoord_0 +dy ).xyz;
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vec3 I = texture2D(sampler0, TexCoord_0 +dx +dy ).xyz;
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vec3 A1 = texture2D(sampler0, TexCoord_0 -dx -y2).xyz;
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vec3 C1 = texture2D(sampler0, TexCoord_0 +dx -y2).xyz;
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vec3 A0 = texture2D(sampler0, TexCoord_0 -x2 -dy).xyz;
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vec3 G0 = texture2D(sampler0, TexCoord_0 -x2 +dy).xyz;
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vec3 C4 = texture2D(sampler0, TexCoord_0 +x2 -dy).xyz;
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vec3 I4 = texture2D(sampler0, TexCoord_0 +x2 +dy).xyz;
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vec3 G5 = texture2D(sampler0, TexCoord_0 -dx +y2).xyz;
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vec3 I5 = texture2D(sampler0, TexCoord_0 +dx +y2).xyz;
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vec3 B1 = texture2D(sampler0, TexCoord_0 -y2).xyz;
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vec3 D0 = texture2D(sampler0, TexCoord_0 -x2 ).xyz;
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vec3 H5 = texture2D(sampler0, TexCoord_0 +y2).xyz;
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vec3 F4 = texture2D(sampler0, TexCoord_0 +x2 ).xyz;
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vec4 b = vec4(dot(B ,rgbw), dot(D ,rgbw), dot(H ,rgbw), dot(F ,rgbw));
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vec4 c = vec4(dot(C ,rgbw), dot(A ,rgbw), dot(G ,rgbw), dot(I ,rgbw));
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vec4 d = b.yzwx;
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vec4 e = vec4(dot(E,rgbw));
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vec4 f = b.wxyz;
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vec4 g = c.zwxy;
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vec4 h = b.zwxy;
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vec4 i = c.wxyz;
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vec4 i4 = vec4(dot(I4,rgbw), dot(C1,rgbw), dot(A0,rgbw), dot(G5,rgbw));
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vec4 i5 = vec4(dot(I5,rgbw), dot(C4,rgbw), dot(A1,rgbw), dot(G0,rgbw));
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vec4 h5 = vec4(dot(H5,rgbw), dot(F4,rgbw), dot(B1,rgbw), dot(D0,rgbw));
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vec4 f4 = h5.yzwx;
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// These inequations define the line below which interpolation occurs.
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fx = (Ao*fp.y+Bo*fp.x);
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fx_l = (Ax*fp.y+Bx*fp.x);
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fx_u = (Ay*fp.y+By*fp.x);
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irlv1 = irlv0 = diff(e,f) * diff(e,h);
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#if(CornerA==0) // A takes priority skipping other corners
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#define SMOOTH_TIPS
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// Corner C also default if no other ones used
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irlv1 = (irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
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int select1 = 0;
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#if(CornerB==1) // Corner B
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irlv1 = (irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
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select1 = 1;
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#endif
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#if(CornerD==1) // Corner D
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if (select1==0) {
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vec4 c1 = i4.yzwx;
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vec4 g0 = i5.wxyz;
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irlv1 = (irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) * (diff(f,f4) * diff(f,i) + diff(h,h5) * diff(h,i) + diff(h,g) + diff(f,c) + eq(b,c1) * eq(d,g0)));
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}
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#endif
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#endif
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irlv2l = diff(e,g) * diff(d,g);
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irlv2u = diff(e,c) * diff(b,c);
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vec4 fx45i = clamp((fx + delta -Co - Ci) / (2.0*delta ), 0.0, 1.0);
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vec4 fx45 = clamp((fx + delta -Co ) / (2.0*delta ), 0.0, 1.0);
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vec4 fx30 = clamp((fx_l + delta_l -Cx ) / (2.0*delta_l), 0.0, 1.0);
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vec4 fx60 = clamp((fx_u + delta_u -Cy ) / (2.0*delta_u), 0.0, 1.0);
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vec4 w1, w2;
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w1.x = dot(abs(E-C),rgbw) + dot(abs(E-G),rgbw) + dot(abs(I-H5),rgbw) + dot(abs(I-F4),rgbw) + 4.0*dot(abs(H-F),rgbw);
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w1.y = dot(abs(E-A),rgbw) + dot(abs(E-I),rgbw) + dot(abs(C-F4),rgbw) + dot(abs(C-B1),rgbw) + 4.0*dot(abs(F-B),rgbw);
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w1.z = dot(abs(E-G),rgbw) + dot(abs(E-C),rgbw) + dot(abs(A-B1),rgbw) + dot(abs(A-D0),rgbw) + 4.0*dot(abs(B-D),rgbw);
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w1.w = dot(abs(E-I),rgbw) + dot(abs(E-A),rgbw) + dot(abs(G-D0),rgbw) + dot(abs(G-H5),rgbw) + 4.0*dot(abs(D-H),rgbw);
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w2.x = dot(abs(H-D),rgbw) + dot(abs(H-I5),rgbw) + dot(abs(F-I4),rgbw) + dot(abs(F-B),rgbw) + 4.0*dot(abs(E-I),rgbw);
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w2.y = dot(abs(F-H),rgbw) + dot(abs(F-C4),rgbw) + dot(abs(B-C1),rgbw) + dot(abs(B-D),rgbw) + 4.0*dot(abs(E-C),rgbw);
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w2.z = dot(abs(B-F),rgbw) + dot(abs(B-A1),rgbw) + dot(abs(D-A0),rgbw) + dot(abs(D-H),rgbw) + 4.0*dot(abs(E-A),rgbw);
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w2.w = dot(abs(D-B),rgbw) + dot(abs(D-G0),rgbw) + dot(abs(H-G5),rgbw) + dot(abs(H-F),rgbw) + 4.0*dot(abs(E-G),rgbw);
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edri = step(w1, w2) * irlv0;
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edr = step(w1 + vec4(0.1, 0.1, 0.1, 0.1), w2) * step(vec4(0.5, 0.5, 0.5, 0.5), irlv1);
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w1.x = dot(abs(F-G),rgbw); w1.y = dot(abs(B-I),rgbw); w1.z = dot(abs(D-C),rgbw); w1.w = dot(abs(H-A),rgbw);
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w2.x = dot(abs(H-C),rgbw); w2.y = dot(abs(F-A),rgbw); w2.z = dot(abs(B-G),rgbw); w2.w = dot(abs(D-I),rgbw);
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edr_l = step( lv2_cf*w1, w2 ) * irlv2l * edr;
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edr_u = step( lv2_cf*w2, w1 ) * irlv2u * edr;
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fx45 = edr * fx45;
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fx30 = edr_l * fx30;
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fx60 = edr_u * fx60;
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fx45i = edri * fx45i;
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w1.x = dot(abs(E-F),rgbw); w1.y = dot(abs(E-B),rgbw); w1.z = dot(abs(E-D),rgbw); w1.w = dot(abs(E-H),rgbw);
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w2.x = dot(abs(E-H),rgbw); w2.y = dot(abs(E-F),rgbw); w2.z = dot(abs(E-B),rgbw); w2.w = dot(abs(E-D),rgbw);
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px = step(w1, w2);
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#ifdef SMOOTH_TIPS
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vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));
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#else
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vec4 maximos = max(max(fx30, fx60), fx45);
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#endif
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vec3 res1 = E;
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res1 = mix(res1, mix(H, F, px.x), maximos.x);
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res1 = mix(res1, mix(B, D, px.z), maximos.z);
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vec3 res2 = E;
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res2 = mix(res2, mix(F, B, px.y), maximos.y);
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res2 = mix(res2, mix(D, H, px.w), maximos.w);
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res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2)));
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}
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gl_FragColor.xyz = res;
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gl_FragColor.a = 1.0;
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}
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@@ -105,3 +105,15 @@ Fragment=GaussianDownscale.fsh
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Vertex=fxaa.vsh
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OutputResolution=True
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SSAA=4
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[5xBR-DU]
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Name=5xBR DU Scaler for SFA3MAX
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Author=Hyllian tweak by guest.r another tweak by LunaMoo
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Fragment=5xBR-DU.fsh
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Vertex=5xBR.vsh
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OutputResolution=True
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[xBRZf-DU]
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Name=xBRZ Freescale DU Scaler for SFA3MAX
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Author=DeSmuME team based on Hyllian xBR work, conversion and tweaks by LunaMoo
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Fragment=xBRZf-DU.fsh
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Vertex=5xBR.vsh
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OutputResolution=True
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@@ -0,0 +1,334 @@
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// Enter your shader in this window
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// xBRZ freescale
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// based on :
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// 4xBRZ shader - Copyright (C) 2014-2016 DeSmuME team
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//
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// This file is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This file is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with the this software. If not, see <http://www.gnu.org/licenses/>.
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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
|
||||
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.
|
||||
|
||||
*/
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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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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uniform sampler2D sampler0;
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uniform vec2 u_pixelDelta;
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varying vec2 v_texcoord0;
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float DistYCbCr(vec3 pixA, 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.rgb, 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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float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
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{
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vec2 P0 = center - origin;
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vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
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vec2 distv = P0 - proj;
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vec2 orth = vec2(-direction.y, direction.x);
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float side = sign(dot(P0, orth));
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float v = side * length(distv * scale);
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|
||||
// return step(0, v);
|
||||
return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
|
||||
}
|
||||
|
||||
#define eq(a,b) (a == b)
|
||||
#define neq(a,b) (a != b)
|
||||
|
||||
//#define P(x,y) COMPAT_TEXTURE(Source, coord + 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|-
|
||||
float sampleMod = 0.791;//0.829;
|
||||
float scaleFactor = 480.0 * u_pixelDelta.x * sampleMod;
|
||||
vec2 scale = 1.0 / (u_pixelDelta.xy / scaleFactor);
|
||||
vec2 pos = fract(v_texcoord0.xy*scale.xy)- vec2(0.5, 0.5);
|
||||
vec2 coord = v_texcoord0.xy-pos*(u_pixelDelta.xy / scaleFactor);
|
||||
vec2 dx = vec2(u_pixelDelta.x / scaleFactor,0.0);
|
||||
vec2 dy = vec2(0.0,u_pixelDelta.y / scaleFactor);
|
||||
vec2 y2 = dy + dy; vec2 x2 = dx + dx;
|
||||
/*
|
||||
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.);
|
||||
*/
|
||||
vec3 A = texture2D(sampler0, coord -dx -dy ).xyz;
|
||||
vec3 B = texture2D(sampler0, coord -dy ).xyz;
|
||||
vec3 C = texture2D(sampler0, coord +dx -dy ).xyz;
|
||||
vec3 D = texture2D(sampler0, coord -dx ).xyz;
|
||||
vec3 E = texture2D(sampler0, coord ).xyz;
|
||||
vec3 F = texture2D(sampler0, coord +dx ).xyz;
|
||||
vec3 G = texture2D(sampler0, coord -dx +dy ).xyz;
|
||||
vec3 H = texture2D(sampler0, coord +dy ).xyz;
|
||||
vec3 I = texture2D(sampler0, coord +dx +dy ).xyz;
|
||||
|
||||
vec3 A1 = texture2D(sampler0, coord -dx -y2).xyz; //-1,-2
|
||||
vec3 C1 = texture2D(sampler0, coord +dx -y2).xyz; //1,-2
|
||||
vec3 A0 = texture2D(sampler0, coord -x2 -dy).xyz; //-2,-1
|
||||
vec3 G0 = texture2D(sampler0, coord -x2 +dy).xyz; //-2,1
|
||||
vec3 C4 = texture2D(sampler0, coord +x2 -dy).xyz; //2,-1
|
||||
vec3 I4 = texture2D(sampler0, coord +x2 +dy).xyz; //2,1
|
||||
vec3 G5 = texture2D(sampler0, coord -dx +y2).xyz; //-1,2
|
||||
vec3 I5 = texture2D(sampler0, coord +dx +y2).xyz; //1,2
|
||||
vec3 B1 = texture2D(sampler0, coord -y2).xyz; //0,-2
|
||||
vec3 D0 = texture2D(sampler0, coord -x2 ).xyz; //-2,0
|
||||
vec3 H5 = texture2D(sampler0, coord +y2).xyz; //0,2
|
||||
vec3 F4 = texture2D(sampler0, coord +x2 ).xyz; //2,0
|
||||
|
||||
// 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(H5, I) + DistYCbCr(I, F4) + (4.0 * DistYCbCr(H, F));
|
||||
float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, I5) + DistYCbCr(B, F) + DistYCbCr(F, I4) + (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(G0, D) + DistYCbCr(D, B) + DistYCbCr(G5, H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
|
||||
float dist_D_H = DistYCbCr(D0, G) + DistYCbCr(G, H5) + 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, C1) + DistYCbCr(H, F) + DistYCbCr(F, C4) + (4.0 * DistYCbCr(E, C));
|
||||
float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(B1, C) + DistYCbCr(C, F4) + (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(D0, A) + DistYCbCr(A, B1) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
|
||||
float dist_A_E = DistYCbCr(A0, D) + DistYCbCr(D, H) + DistYCbCr(A1, 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;
|
||||
}
|
||||
|
||||
vec3 res = E;
|
||||
|
||||
// Pixel Tap Mapping: -|-|-|-|-
|
||||
// -|-|B|C|-
|
||||
// -|D|E|F|x
|
||||
// -|G|H|I|x
|
||||
// -|-|x|x|-
|
||||
if(blendResult.z != BLEND_NONE)
|
||||
{
|
||||
float dist_F_G = DistYCbCr(F, G);
|
||||
float dist_H_C = DistYCbCr(H, C);
|
||||
bool doLineBlend = (blendResult.z == BLEND_DOMINANT ||
|
||||
!((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))));
|
||||
|
||||
vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
|
||||
vec2 direction = vec2(1.0, -1.0);
|
||||
if(doLineBlend)
|
||||
{
|
||||
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G);
|
||||
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C);
|
||||
origin = haveShallowLine? vec2(0.0, 0.25) : vec2(0.0, 0.5);
|
||||
direction.x += haveShallowLine? 1.0: 0.0;
|
||||
direction.y -= haveSteepLine? 1.0: 0.0;
|
||||
}
|
||||
|
||||
vec3 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H)));
|
||||
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
|
||||
}
|
||||
|
||||
// Pixel Tap Mapping: -|-|-|-|-
|
||||
// -|A|B|-|-
|
||||
// x|D|E|F|-
|
||||
// x|G|H|I|-
|
||||
// -|x|x|-|-
|
||||
if(blendResult.w != BLEND_NONE)
|
||||
{
|
||||
float dist_H_A = DistYCbCr(H, A);
|
||||
float dist_D_I = DistYCbCr(D, I);
|
||||
bool doLineBlend = (blendResult.w == BLEND_DOMINANT ||
|
||||
!((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))));
|
||||
|
||||
vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
|
||||
vec2 direction = vec2(1.0, 1.0);
|
||||
if(doLineBlend)
|
||||
{
|
||||
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A);
|
||||
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I);
|
||||
origin = haveShallowLine? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
|
||||
direction.y += haveShallowLine? 1.0: 0.0;
|
||||
direction.x += haveSteepLine? 1.0: 0.0;
|
||||
}
|
||||
origin = origin;
|
||||
direction = direction;
|
||||
|
||||
vec3 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H)));
|
||||
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
|
||||
}
|
||||
|
||||
// Pixel Tap Mapping: -|-|x|x|-
|
||||
// -|A|B|C|x
|
||||
// -|D|E|F|x
|
||||
// -|-|H|I|-
|
||||
// -|-|-|-|-
|
||||
if(blendResult.y != BLEND_NONE)
|
||||
{
|
||||
float dist_B_I = DistYCbCr(B, I);
|
||||
float dist_F_A = DistYCbCr(F, A);
|
||||
bool doLineBlend = (blendResult.y == BLEND_DOMINANT ||
|
||||
!((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))));
|
||||
|
||||
vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
|
||||
vec2 direction = vec2(-1.0, -1.0);
|
||||
|
||||
if(doLineBlend)
|
||||
{
|
||||
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I);
|
||||
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A);
|
||||
origin = haveShallowLine? vec2(0.25, 0.0) : vec2(0.5, 0.0);
|
||||
direction.y -= haveShallowLine? 1.0: 0.0;
|
||||
direction.x -= haveSteepLine? 1.0: 0.0;
|
||||
}
|
||||
|
||||
vec3 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F)));
|
||||
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
|
||||
}
|
||||
|
||||
// Pixel Tap Mapping: -|x|x|-|-
|
||||
// x|A|B|C|-
|
||||
// x|D|E|F|-
|
||||
// -|G|H|-|-
|
||||
// -|-|-|-|-
|
||||
if(blendResult.x != BLEND_NONE)
|
||||
{
|
||||
float dist_D_C = DistYCbCr(D, C);
|
||||
float dist_B_G = DistYCbCr(B, G);
|
||||
bool doLineBlend = (blendResult.x == BLEND_DOMINANT ||
|
||||
!((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))));
|
||||
|
||||
vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
|
||||
vec2 direction = vec2(-1.0, 1.0);
|
||||
if(doLineBlend)
|
||||
{
|
||||
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C);
|
||||
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G);
|
||||
origin = haveShallowLine? vec2(0.0, -0.25) : vec2(0.0, -0.5);
|
||||
direction.x -= haveShallowLine? 1.0: 0.0;
|
||||
direction.y += haveSteepLine? 1.0: 0.0;
|
||||
}
|
||||
|
||||
vec3 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D)));
|
||||
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = res;
|
||||
gl_FragColor.a = 1.0;
|
||||
}
|
||||
Reference in new issue
Block a user