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scalefx-aa presets and shaders from guest
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199
deblur/shaders/deblur.glsl
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199
deblur/shaders/deblur.glsl
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/*
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Deblur Shader
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Copyright (C) 2005 - 2019 guest(r) - guest.r@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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#pragma parameter OFFSET "Deblur offset" 2.0 0.5 4.0 0.25
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#pragma parameter DEBLUR "Deblur str. " 4.5 1.0 7.0 0.25
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#pragma parameter SMART "Smart deblur " 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 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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vec4 _oPosition1;
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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 * 1.00001;
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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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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 OFFSET;
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uniform COMPAT_PRECISION float DEBLUR;
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uniform COMPAT_PRECISION float SMART;
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#else
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#define OFFSET 1.5
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#define DEBLUR 4.0
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#define SMART 0.5
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#endif
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vec3 dt = vec3(1.,1.,1.);
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vec3 dtt = vec3(0.0001, 0.0001, 0.0001);
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float wt(vec3 A, vec3 B)
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{
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return 4.0*length(A-B)/(dot(A+B,dt)+0.33);
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}
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void main()
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{
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vec2 tex = vTexCoord;
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vec2 texsize = SourceSize.xy;
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float dx = OFFSET/texsize.x;
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float dy = OFFSET/texsize.y;
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vec4 yx = vec4( dx, dy,-dx,-dy);
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vec2 xx = vec2( dx, 0.0);
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vec2 yy = vec2( 0.0, dy);
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vec3 c11 = COMPAT_TEXTURE(Source, tex ).xyz;
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vec3 c00 = COMPAT_TEXTURE(Source, tex + yx.zw).xyz;
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vec3 c20 = COMPAT_TEXTURE(Source, tex + yx.xw).xyz;
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vec3 c22 = COMPAT_TEXTURE(Source, tex + yx.xy).xyz;
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vec3 c02 = COMPAT_TEXTURE(Source, tex + yx.zy).xyz;
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vec3 c10 = COMPAT_TEXTURE(Source, tex - yy ).xyz;
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vec3 c21 = COMPAT_TEXTURE(Source, tex + xx ).xyz;
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vec3 c12 = COMPAT_TEXTURE(Source, tex + yy ).xyz;
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vec3 c01 = COMPAT_TEXTURE(Source, tex - xx ).xyz;
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vec3 mn1 = min (min (c00,c01),c02);
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vec3 mn2 = min (min (c10,c11),c12);
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vec3 mn3 = min (min (c20,c21),c22);
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vec3 mx1 = max (max (c00,c01),c02);
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vec3 mx2 = max (max (c10,c11),c12);
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vec3 mx3 = max (max (c20,c21),c22);
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vec3 d11;
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mn1 = min(min(mn1,mn2),mn3);
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mx1 = max(max(mx1,mx2),mx3);
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vec3 contrast = mx1 - mn1;
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vec3 dif1 = abs(c11-mn1) + dtt;
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vec3 dif2 = abs(c11-mx1) + dtt;
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float DB1 = DEBLUR; float dif;
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dif1=vec3(pow(dif1.x,DB1),pow(dif1.y,DB1),pow(dif1.z,DB1));
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dif2=vec3(pow(dif2.x,DB1),pow(dif2.y,DB1),pow(dif2.z,DB1));
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d11 = vec3((dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x),
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(dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y),
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(dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z));
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float k10 = 1.0/(dot(abs(c10-d11),dt)+0.0001);
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float k01 = 1.0/(dot(abs(c01-d11),dt)+0.0001);
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float k11 = 1.0/(dot(abs(c11-d11),dt)+0.0001);
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float k21 = 1.0/(dot(abs(c21-d11),dt)+0.0001);
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float k12 = 1.0/(dot(abs(c12-d11),dt)+0.0001);
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float k00 = 1.0/(dot(abs(c00-d11),dt)+0.0001);
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float k02 = 1.0/(dot(abs(c02-d11),dt)+0.0001);
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float k20 = 1.0/(dot(abs(c20-d11),dt)+0.0001);
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float k22 = 1.0/(dot(abs(c22-d11),dt)+0.0001);
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float avg = (k10+k01+k11+k21+k12+k00+k02+k20+k22)/30.0;
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k10 = max(k10-avg, 0.0);
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k01 = max(k01-avg, 0.0);
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k11 = max(k11-avg, 0.0);
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k21 = max(k21-avg, 0.0);
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k12 = max(k12-avg, 0.0);
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k00 = max(k00-avg, 0.0);
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k02 = max(k02-avg, 0.0);
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k20 = max(k20-avg, 0.0);
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k22 = max(k22-avg, 0.0);
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d11 = (k10*c10 + k01*c01 + k11*c11 + k21*c21 + k12*c12 + k00*c00 + k02*c02 + k20*c20 + k22*c22 + 0.0001*c11)/(k10+k01+k11+k21+k12+k00+k02+k20+k22+0.0001);
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c11 = mix(c11, d11, clamp(1.75*contrast-0.125, 0.0, 1.0));
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c11 = mix(d11, c11, SMART);
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FragColor = vec4(c11,1.0);
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}
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#endif
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62
presets/scalefx+rAA+aa-fast.glslp
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presets/scalefx+rAA+aa-fast.glslp
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shaders = 10
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shader0 = ../scalefx/shaders/scalefx-pass0.glsl
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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float_framebuffer0 = true
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shader1 = ../scalefx/shaders/scalefx-pass1.glsl
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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float_framebuffer1 = true
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shader2 = ../scalefx/shaders/scalefx-pass2.glsl
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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shader3 = ../scalefx/shaders/scalefx-pass3.glsl
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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shader4 = ../scalefx/shaders/scalefx-pass4.glsl
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filter_linear4 = false
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scale_type4 = source
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scale4 = 3.0
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shader5 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass0.glsl
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filter_linear5 = false
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scale_type5 = source
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scale5 = 1.0
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shader6 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass1.glsl
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filter_linear6 = false
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scale_type6 = source
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scale6 = 1.0
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shader7 = ../anti-aliasing/shaders/fxaa.glsl
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filter_linear7 = true
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scale_type7 = source
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scale7 = 1.0
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shader8 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.glsl
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filter_linear8 = true
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scale_type8 = source
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scale8 = 2.0
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shader9 = ../deblur/shaders/deblur.glsl
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filter_linear9 = true
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scale_type9 = viewport
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scale9 = 1.0
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parameters = "SFX_CLR;SFX_SAA;SFX_SCN;AAOFFSET2;OFFSET;DEBLUR;SMART"
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SFX_CLR = "0.500000"
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SFX_SAA = "0.000000"
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SFX_SCN = "0.000000"
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AAOFFSET2 = "0.400000"
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OFFSET = "2.000000"
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DEBLUR = "3.500000"
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SMART = "0.400000"
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72
presets/scalefx+rAA+aa.glslp
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presets/scalefx+rAA+aa.glslp
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shaders = 11
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shader0 = ../scalefx/shaders/scalefx-pass0.glsl
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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float_framebuffer0 = true
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shader1 = ../scalefx/shaders/scalefx-pass1.glsl
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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float_framebuffer1 = true
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shader2 = ../scalefx/shaders/scalefx-pass2.glsl
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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shader3 = ../scalefx/shaders/scalefx-pass3.glsl
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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shader4 = ../scalefx/shaders/scalefx-pass4.glsl
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filter_linear4 = false
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scale_type4 = source
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scale4 = 3.0
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shader5 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass0.glsl
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filter_linear5 = false
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scale_type5 = source
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scale5 = 1.0
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shader6 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass1.glsl
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filter_linear6 = false
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scale_type6 = source
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scale6 = 1.0
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shader7 = ../anti-aliasing/shaders/fxaa.glsl
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filter_linear7 = true
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scale_type7 = source
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scale7 = 1.0
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shader8 = ../xsoft/shaders/4xsoft.glsl
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filter_linear8 = true
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scale_type8 = source
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scale8 = 2.0
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shader9 = ../sharpen/shaders/fast-sharpen.glsl
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filter_linear9 = true
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scale_type9 = source
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scale9 = 1.0
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shader10 = ../deblur/shaders/deblur.glsl
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filter_linear10 = true
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scale_type10 = viewport
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scale10 = 1.0
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parameters = "SFX_CLR;SFX_SAA;SFX_SCN;RESOLUTION_X;RESOLUTION_Y;CONTRAST;SHARPEN;CONTR;DETAILS;OFFSET;DEBLUR;SMART"
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SFX_CLR = "0.600000"
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SFX_SAA = "1.000000"
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SFX_SCN = "0.000000"
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RESOLUTION_X = "0.000000"
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RESOLUTION_Y = "0.000000"
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CONTRAST = "3.000000"
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SHARPEN = "0.90000"
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CONTR = "0.100000"
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DETAILS = "0.500000"
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OFFSET = "1.750000"
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DEBLUR = "5.000000"
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SMART = "0.500000"
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52
presets/scalefx-aa-fast.glslp
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presets/scalefx-aa-fast.glslp
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shaders = 8
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shader0 = ../scalefx/shaders/scalefx-pass0.glsl
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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float_framebuffer0 = true
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shader1 = ../scalefx/shaders/scalefx-pass1.glsl
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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float_framebuffer1 = true
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shader2 = ../scalefx/shaders/scalefx-pass2.glsl
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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shader3 = ../scalefx/shaders/scalefx-pass3.glsl
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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shader4 = ../scalefx/shaders/scalefx-pass4.glsl
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filter_linear4 = false
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scale_type4 = source
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scale4 = 3.0
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shader5 = ../anti-aliasing/shaders/fxaa.glsl
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filter_linear5 = true
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scale_type5 = source
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scale5 = 1.0
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shader6 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.glsl
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filter_linear6 = true
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scale_type6 = source
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scale6 = 2.0
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shader7 = ../deblur/shaders/deblur.glsl
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filter_linear7 = true
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scale_type7 = viewport
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scale7 = 1.0
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parameters = "SFX_CLR;SFX_SAA;SFX_SCN;AAOFFSET2;OFFSET;DEBLUR;SMART"
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SFX_CLR = "0.500000"
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SFX_SAA = "1.000000"
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SFX_SCN = "0.000000"
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AAOFFSET2 = "0.400000"
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OFFSET = "2.000000"
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DEBLUR = "3.500000"
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SMART = "0.300000"
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62
presets/scalefx-aa.glslp
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presets/scalefx-aa.glslp
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shaders = 9
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shader0 = ../scalefx/shaders/scalefx-pass0.glsl
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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float_framebuffer0 = true
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shader1 = ../scalefx/shaders/scalefx-pass1.glsl
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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float_framebuffer1 = true
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shader2 = ../scalefx/shaders/scalefx-pass2.glsl
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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shader3 = ../scalefx/shaders/scalefx-pass3.glsl
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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shader4 = ../scalefx/shaders/scalefx-pass4.glsl
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filter_linear4 = false
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scale_type4 = source
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scale4 = 3.0
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shader5 = ../anti-aliasing/shaders/fxaa.glsl
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filter_linear5 = true
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scale_type5 = source
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scale5 = 1.0
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shader6 = ../xsoft/shaders/4xsoft.glsl
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filter_linear6 = true
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scale_type6 = source
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scale6 = 2.0
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shader7 = ../sharpen/shaders/fast-sharpen.glsl
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filter_linear7 = true
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scale_type7 = source
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||||
scale7 = 1.0
|
||||
|
||||
shader8 = ../deblur/shaders/deblur.glsl
|
||||
filter_linear8 = true
|
||||
scale_type8 = viewport
|
||||
scale8 = 1.0
|
||||
|
||||
parameters = "SFX_CLR;SFX_SAA;SFX_SCN;RESOLUTION_X;RESOLUTION_Y;CONTRAST;SHARPEN;CONTR;DETAILS;OFFSET;DEBLUR;SMART"
|
||||
SFX_CLR = "0.600000"
|
||||
SFX_SAA = "1.000000"
|
||||
SFX_SCN = "0.000000"
|
||||
RESOLUTION_X = "0.000000"
|
||||
RESOLUTION_Y = "0.000000"
|
||||
CONTRAST = "3.000000"
|
||||
SHARPEN = "1.200000"
|
||||
CONTR = "0.100000"
|
||||
DETAILS = "1.000000"
|
||||
OFFSET = "1.750000"
|
||||
DEBLUR = "5.000000"
|
||||
SMART = "0.300000"
|
145
sharpen/shaders/fast-sharpen.glsl
Normal file
145
sharpen/shaders/fast-sharpen.glsl
Normal file
@ -0,0 +1,145 @@
|
||||
/*
|
||||
Fast Sharpen Shader
|
||||
|
||||
Copyright (C) 2005 - 2019 guest(r) - guest.r@gmail.com
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
*/
|
||||
|
||||
#pragma parameter SHARPEN "Sharpen strength" 1.00 0.0 2.00 0.05
|
||||
#pragma parameter CONTR "Ammount of sharpening" 0.07 0.0 0.25 0.01
|
||||
#pragma parameter DETAILS "Details sharpened " 1.00 0.0 1.00 0.05
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING out
|
||||
#define COMPAT_ATTRIBUTE in
|
||||
#define COMPAT_TEXTURE texture
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define COMPAT_ATTRIBUTE attribute
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
||||
COMPAT_ATTRIBUTE vec4 COLOR;
|
||||
COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 COL0;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
vec4 _oPosition1;
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
// compatibility #defines
|
||||
#define vTexCoord TEX0.xy
|
||||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
||||
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
TEX0.xy = TexCoord.xy * 1.00001;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING in
|
||||
#define COMPAT_TEXTURE texture
|
||||
out COMPAT_PRECISION vec4 FragColor;
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define FragColor gl_FragColor
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D Texture;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
// compatibility #defines
|
||||
#define Source Texture
|
||||
#define vTexCoord TEX0.xy
|
||||
|
||||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
||||
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
|
||||
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
uniform COMPAT_PRECISION float SHARPEN;
|
||||
uniform COMPAT_PRECISION float CONTR;
|
||||
uniform COMPAT_PRECISION float DETAILS;
|
||||
#else
|
||||
#define SHARPEN 1.2
|
||||
#define CONTR 0.08
|
||||
#define DETAILS 1.0
|
||||
#endif
|
||||
|
||||
vec2 g10 = vec2( 0.3333,-1.0)*SourceSize.zw;
|
||||
vec2 g01 = vec2(-1.0,-0.3333)*SourceSize.zw;
|
||||
vec2 g12 = vec2(-0.3333, 1.0)*SourceSize.zw;
|
||||
vec2 g21 = vec2( 1.0, 0.3333)*SourceSize.zw;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
|
||||
vec3 c10 = COMPAT_TEXTURE(Source, vTexCoord + g10).rgb;
|
||||
vec3 c01 = COMPAT_TEXTURE(Source, vTexCoord + g01).rgb;
|
||||
vec3 c21 = COMPAT_TEXTURE(Source, vTexCoord + g21).rgb;
|
||||
vec3 c12 = COMPAT_TEXTURE(Source, vTexCoord + g12).rgb;
|
||||
vec3 c11 = COMPAT_TEXTURE(Source, vTexCoord ).rgb;
|
||||
vec3 b11 = (c10+c01+c12+c21)*0.25;
|
||||
|
||||
float contrast = max(max(c11.r,c11.g),c11.b);
|
||||
contrast = mix(2.0*CONTR, CONTR, contrast);
|
||||
|
||||
vec3 mn1 = min(min(c10,c01),min(c12,c21)); mn1 = min(mn1,c11*(1.0-contrast));
|
||||
vec3 mx1 = max(max(c10,c01),max(c12,c21)); mx1 = max(mx1,c11*(1.0+contrast));
|
||||
|
||||
vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75));
|
||||
vec3 sharpen = mix(vec3(SHARPEN*DETAILS), vec3(SHARPEN), dif);
|
||||
|
||||
c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1);
|
||||
|
||||
FragColor = vec4(c11,1.0);
|
||||
}
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user