mirror of
https://github.com/hrydgard/ppsspp.git
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134 lines
5.4 KiB
GLSL
134 lines
5.4 KiB
GLSL
/*
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Hyllian's 5xBR v3.5a Shader
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Copyright (C) 2011 Hyllian/Jararaca - sergiogdb@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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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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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const float coef = 2.0;
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const vec3 rgbw = vec3(16.163, 23.351, 8.4772);
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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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vec4 df(vec4 A, vec4 B) {
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return abs(A-B);
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}
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vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) {
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return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
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}
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void main(){
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bool upscale = u_texelDelta.x > (1.6 * u_pixelDelta.x);
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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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bvec4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
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bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
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bvec4 nc; // new_color
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bvec4 fx, fx_left, fx_up; // 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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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 = vec4(b.y, b.z, b.w, b.x);
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vec4 e = vec4(dot(E,rgbw));
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vec4 f = vec4(b.w, b.x, b.y, b.z);
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vec4 g = vec4(c.z, c.w, c.x, c.y);
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vec4 h = vec4(b.z, b.w, b.x, b.y);
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vec4 i = vec4(c.w, c.x, c.y, c.z);
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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 = vec4(h5.y, h5.z, h5.w, h5.x);
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// These inequations define the line below which interpolation occurs.
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fx = greaterThan(Ao*fp.y+Bo*fp.x,Co);
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fx_left = greaterThan(Ax*fp.y+Bx*fp.x,Cx);
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fx_up = greaterThan(Ay*fp.y+By*fp.x,Cy);
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interp_restriction_lv1 = bvec4(vec4(notEqual(e,f))*vec4(notEqual(e,h)));
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interp_restriction_lv2_left = bvec4(vec4(notEqual(e,g))*vec4(notEqual(d,g)));
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interp_restriction_lv2_up = bvec4(vec4(notEqual(e,c))*vec4(notEqual(b,c)));
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edr = bvec4(vec4(lessThan(weighted_distance( e, c, g, i, h5, f4, h, f), weighted_distance( h, d, i5, f, i4, b, e, i)))*vec4(interp_restriction_lv1));
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edr_left = bvec4(vec4(lessThanEqual(coef*df(f,g),df(h,c)))*vec4(interp_restriction_lv2_left));
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edr_up = bvec4(vec4(greaterThanEqual(df(f,g),coef*df(h,c)))*vec4(interp_restriction_lv2_up));
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nc.x = ( edr.x && (fx.x || edr_left.x && fx_left.x || edr_up.x && fx_up.x) );
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nc.y = ( edr.y && (fx.y || edr_left.y && fx_left.y || edr_up.y && fx_up.y) );
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nc.z = ( edr.z && (fx.z || edr_left.z && fx_left.z || edr_up.z && fx_up.z) );
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nc.w = ( edr.w && (fx.w || edr_left.w && fx_left.w || edr_up.w && fx_up.w) );
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px = lessThanEqual(df(e,f),df(e,h));
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res = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E;
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}
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gl_FragColor.rgb = res;
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gl_FragColor.a = 1.0;
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}
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