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Add Hyllian's xBR-lv2 Shader Accuracy (tweak by guest.r)
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assets/shaders/5xBR-lv2.fsh
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212
assets/shaders/5xBR-lv2.fsh
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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
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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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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_texelDelta;
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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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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_texelDelta.xy;
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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;
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vec2 dx = vec2(u_texelDelta.x,0.0);
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vec2 dy = vec2(0.0,u_texelDelta.y);
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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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vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2)));
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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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@ -65,7 +65,15 @@ RequiresIntSupport=True
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Upscaling=True
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[5xBR]
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Name=5xBR Upscaler
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Author=Hyllian
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Fragment=5xBR.fsh
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Vertex=5xBR.vsh
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OutputResolution=True
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Upscaling=True
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[5xBR-lv2]
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Name=5xBR lv2 Upscaler
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Author=Hyllian (tweak by guest.r)
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Fragment=5xBR-lv2.fsh
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Vertex=5xBR.vsh
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OutputResolution=True
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Upscaling=True
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