ppsspp/assets/shaders/GaussianDownscale.fsh
LunaMoo 199106cad6 Add SSAA flag for post process shaders,
enforces 2x auto resolution, to be used with blurry effects
Also includes a perf. friendly example using simplified gauss filter
2018-04-01 17:00:10 +02:00

74 lines
2.6 KiB
GLSL

// PPSSPP: Simple Gauss filter
// Made by Bigpet
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D sampler0;
// The inverse of the texture dimensions along X and Y
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
varying vec2 v_texcoord0;
void main() {
// The parameters are hardcoded for now, but could be
// made into uniforms to control fromt he program.
float GAUSS_SPAN_MAX = 1.5;
//just a variable to describe the maximu
float GAUSS_KERNEL_SIZE = 5.0;
//indices
// XX XX 00 XX XX
// XX 01 02 03 XX
// 04 05 06 07 08
// XX 09 10 11 XX
// XX XX 12 XX XX
//filter strength, rather smooth
// XX XX 01 XX XX
// XX 03 08 03 XX
// 01 08 10 08 01
// XX 03 08 03 XX
// XX XX 01 XX XX
vec2 offset = u_pixelDelta*GAUSS_SPAN_MAX/GAUSS_KERNEL_SIZE;
vec3 rgbSimple0 = 1.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0,-2.0)).xyz;
vec3 rgbSimple1 = 3.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2(-1.0,-1.0)).xyz;
vec3 rgbSimple2 = 8.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0,-1.0)).xyz;
vec3 rgbSimple3 = 3.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 1.0,-1.0)).xyz;
vec3 rgbSimple4 = 1.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2(-2.0, 0.0)).xyz;
vec3 rgbSimple5 = 8.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2(-1.0, 0.0)).xyz;
vec3 rgbSimple6 = 10.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0, 0.0)).xyz;
vec3 rgbSimple7 = 8.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 1.0, 0.0)).xyz;
vec3 rgbSimple8 = 1.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 2.0, 0.0)).xyz;
vec3 rgbSimple9 = 3.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2(-1.0, 1.0)).xyz;
vec3 rgbSimple10= 8.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0, 1.0)).xyz;
vec3 rgbSimple11= 3.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 1.0, 1.0)).xyz;
vec3 rgbSimple12= 1.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0, 2.0)).xyz;
//vec3 rgbSimple10= vec3(1.0,0.0,0.0);
//vec3 rgbSimple11= vec3(1.0,0.0,0.0);
//vec3 rgbSimple12= vec3(1.0,0.0,0.0);
vec3 rgb = rgbSimple0 +
rgbSimple1 +
rgbSimple2 +
rgbSimple3 +
rgbSimple4 +
rgbSimple5 +
rgbSimple6 +
rgbSimple7 +
rgbSimple8 +
rgbSimple9 +
rgbSimple10 +
rgbSimple11 +
rgbSimple12;
rgb = rgb / 58.0;
gl_FragColor.xyz=rgb;
gl_FragColor.a = 1.0;
}