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add anti-flicker shader
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130
misc/anti-flicker.glsl
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130
misc/anti-flicker.glsl
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/*
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Anti-Flicker shader
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by hunterk
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License: public domain
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This shader detects large variations in luminance from frame to frame
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and then blends frames to smooth the transition. In flicker-based
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shadow effects, this should result in true transparency.
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*/
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#pragma parameter lum_diff_thresh "Flicker Luma Diff. Threshold" 0.5 0.0 1.0 0.05
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE 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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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 TEX0;
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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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// compatibility #defines
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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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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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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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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out COMPAT_PRECISION vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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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 Texture;
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uniform sampler2D PrevTexture;
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uniform sampler2D Prev1Texture;
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COMPAT_VARYING vec4 TEX0;
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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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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float lum_diff_thresh;
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#else
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#define lum_diff_thresh 0.5
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#endif
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vec3 RGBtoYIQ(vec3 RGB)
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{
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const mat3 m = mat3(
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0.2989, 0.5870, 0.1140,
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0.5959, -0.2744, -0.3216,
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0.2115, -0.5229, 0.3114);
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return RGB * m;
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}
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vec3 YIQtoRGB(vec3 YIQ)
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{
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const mat3 m = mat3(
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1.0, 0.956, 0.6210,
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1.0, -0.2720, -0.6474,
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1.0, -1.1060, 1.7046);
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return YIQ * m;
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}
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void main()
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{
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vec3 curr = RGBtoYIQ(COMPAT_TEXTURE(Source, vTexCoord).rgb);
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vec3 prev0 = RGBtoYIQ(COMPAT_TEXTURE(PrevTexture, vTexCoord).rgb);
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vec3 prev1 = RGBtoYIQ(COMPAT_TEXTURE(Prev1Texture, vTexCoord).rgb);
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if((abs(curr.r - prev0.r) > lum_diff_thresh) && (abs(curr.r - prev1.r) < 1.0 - lum_diff_thresh))
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FragColor.rgb = (prev0 + curr) / 2.;
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else
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FragColor.rgb = curr;
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FragColor.rgb = YIQtoRGB(FragColor.rgb);
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FragColor.a = 1.0;
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}
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#endif
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