finish adding version directives and compatility clean-ups for GLES

This commit is contained in:
hunterk 2017-05-13 09:18:47 -05:00
parent d408fb07a6
commit cc79eebc62
47 changed files with 328 additions and 1473 deletions

View File

@ -1,7 +1,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision COMPAT_PRECISION float;
precision mediump float;
#else
#define COMPAT_PRECISION
#endif

View File

@ -200,4 +200,4 @@ shader11 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.glsl"
filter_linear11 = "true"
scale_type11 = "viewport"
mipmap_input11 = "false"
texture_wrap_mode11 = "clamp_to_edge"
texture_wrap_mode11 = "clamp_to_edge"

View File

@ -14,6 +14,7 @@
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision COMPAT_PRECISION float;
#else
#define COMPAT_PRECISION
#endif
@ -23,12 +24,11 @@ COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -38,8 +38,6 @@ void main()
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
// Paste vertex contents here:
}
#elif defined(FRAGMENT)
@ -47,7 +45,7 @@ void main()
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
out mediump vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
@ -65,8 +63,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -14,6 +14,7 @@
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision COMPAT_PRECISION float;
#else
#define COMPAT_PRECISION
#endif
@ -25,8 +26,8 @@ COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -43,7 +44,7 @@ void main()
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
out mediump vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
@ -61,8 +62,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -12,6 +12,7 @@
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision COMPAT_PRECISION float;
#else
#define COMPAT_PRECISION
#endif

View File

@ -91,8 +91,8 @@ void main()
float dx = ps.x;
float dy = ps.y;
t1.xy = float2( dx, 0); // F
t1.zw = float2( 0, dy); // H
t1.xy = float2( dx, 0.); // F
t1.zw = float2( 0., dy); // H
loc = vTexCoord*SourceSize.xy;
}
@ -148,7 +148,7 @@ float luma(float3 color)
COMPAT_PRECISION float3 bilinear(float p, float q, float3 A, float3 B, float3 C, float3 D)
{
return ((1-p)*(1-q)*A + p*(1-q)*B + (1-p)*q*C + p*q*D);
return ((1.-p)*(1.-q)*A + p*(1.-q)*B + (1.-p)*q*C + p*q*D);
}
void main()

View File

@ -1,335 +0,0 @@
/*
SimoneT mixed 3D - 2D games Shader v 1.16 WIP
Copyright (C) 2016 SimoneT - simone1tarditi@gmail.com
part of the code taken from "Directional Cubic Convolution Interpolation"
created by Dengwen Zhou and Xiaoliu Shen.
https://en.wikipedia.org/wiki/Directional_Cubic_Convolution_Interpolation
de Blur, 4xGLSoft lite - Copyright (C) 2016 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.
*/
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
// Parameter lines go here:
#pragma parameter TWO_D_SCALE "2D Filter Scale" 2.0 1.0 8.0 1.0
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float TWO_D_SCALE;
#else
#define TWO_D_SCALE 2.0
#endif
#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;
// out variables go here as COMPAT_VARYING whatever
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#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
uniform int FrameDirection;
uniform 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 texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
vec2 Size1D = vec2( SourceSize.x, SourceSize.y );
vec2 InvSize1D = 1.0 / Size1D;//vec2(0.000976562,0.001953125);
vec4 Size2D = vec4(vec2(TWO_D_SCALE * Size1D), vec2(1.0 / (TWO_D_SCALE * Size1D)));//vec4( 2048.0, 1024.0, 0.00048828125 , 0.0009765625 );
const vec3 ones = vec3(1.0,1.0,1.0);
const vec4 exp = vec4(30.0);
const vec4 yx = vec4( 0.000244140625, 0.00048828125,-0.000244140625,-0.00048828125);
const vec4 xy = vec4( 0.00048828125 , 0.0009765625 ,-0.00048828125 ,-0.0009765625 );
const vec2 dx = vec2( 0.00048828125, 0.0 );
const vec2 dy = vec2( 0.0 , 0.0009765625);
const vec2 g1 = vec2( 0.00048828125, 0.0009765625);
const vec2 g2 = vec2(-0.00048828125, 0.0009765625);
vec3 ColMin(vec3 a, vec3 b){
float dist = step(0.1,sign(length(a) - length(b)));
return mix(a,b,dist);
}
vec3 ColMax(vec3 a, vec3 b){
float dist = step(0.1,sign(length(a) - length(b)));
return mix(b,a,dist);
}
vec3 Interpolate2d( vec3 a, vec3 b, vec3 c, vec3 d ) {
return (( a + b ) * 9.0 + c + d ) * 0.05;
}
vec3 STAA2D( vec2 coord, vec4 texSize ) {
vec2 TexCoord = (floor(coord*texSize.xy)+0.5)*texSize.zw;
vec4 shift = vec4( texSize.zw,-texSize.zw);
vec4 shift2 = 2.0*shift;
vec3 C00 = COMPAT_TEXTURE(Source, TexCoord - shift2.xy ).rgb;
vec3 C01 = COMPAT_TEXTURE(Source, TexCoord - vec2( shift.x , shift2.y)).rgb;
vec3 C02 = COMPAT_TEXTURE(Source, TexCoord - vec2( 0.0 , shift2.y)).rgb;
vec3 C03 = COMPAT_TEXTURE(Source, TexCoord - vec2( shift.z , shift2.y)).rgb;
vec3 C04 = COMPAT_TEXTURE(Source, TexCoord - vec2( shift2.z, shift2.y)).rgb;
vec3 C05 = COMPAT_TEXTURE(Source, TexCoord - vec2( shift2.x, shift.y )).rgb;
vec3 C06 = COMPAT_TEXTURE(Source, TexCoord - shift.xy ).rgb;
vec3 C07 = COMPAT_TEXTURE(Source, TexCoord - vec2( 0.0 , shift.y )).rgb;
vec3 C08 = COMPAT_TEXTURE(Source, TexCoord - vec2( shift.z , shift.y )).rgb;
vec3 C09 = COMPAT_TEXTURE(Source, TexCoord - vec2( shift2.z, shift.y )).rgb;
vec3 C10 = COMPAT_TEXTURE(Source, TexCoord - vec2( shift2.x, 0.0 )).rgb;
vec3 C11 = COMPAT_TEXTURE(Source, TexCoord - vec2( shift.x , 0.0 )).rgb;
vec3 C12 = COMPAT_TEXTURE(Source, TexCoord ).rgb;
vec3 C13 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift.x , 0.0 )).rgb;
vec3 C14 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift2.x, 0.0 )).rgb;
vec3 C15 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift2.z, shift.y )).rgb;
vec3 C16 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift.z , shift.y )).rgb;
vec3 C17 = COMPAT_TEXTURE(Source, TexCoord + vec2( 0.0 , shift.y )).rgb;
vec3 C18 = COMPAT_TEXTURE(Source, TexCoord + shift.xy ).rgb;
vec3 C19 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift2.x, shift.y )).rgb;
vec3 C20 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift2.z, shift2.y)).rgb;
vec3 C21 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift.z , shift2.y)).rgb;
vec3 C22 = COMPAT_TEXTURE(Source, TexCoord + vec2( 0.0 , shift2.y)).rgb;
vec3 C23 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift.x , shift2.y)).rgb;
vec3 C24 = COMPAT_TEXTURE(Source, TexCoord + shift2.xy ).rgb;
float C03C09 = distance(C03,C09);
float C02C08 = distance(C02,C08);
float C08C14 = distance(C08,C14);
float C01C07 = distance(C01,C07);
float C07C13 = distance(C07,C13);
float C13C19 = distance(C13,C19);
float C00C06 = distance(C00,C06);
float C06C12 = distance(C06,C12);
float C12C18 = distance(C12,C18);
float C18C24 = distance(C18,C24);
float C05C11 = distance(C05,C11);
float C11C17 = distance(C11,C17);
float C17C23 = distance(C17,C23);
float C10C16 = distance(C10,C16);
float C16C22 = distance(C16,C22);
float C15C21 = distance(C15,C21);
vec4 d01 = vec4(
C02C08 + C01C07 + C07C13 + C00C06 + C06C12 + C12C18 + C05C11 + C11C17 + C10C16,
C03C09 + C02C08 + C08C14 + C01C07 + C07C13 + C13C19 + C06C12 + C12C18 + C11C17,
C07C13 + C06C12 + C12C18 + C05C11 + C11C17 + C17C23 + C10C16 + C16C22 + C15C21,
C08C14 + C07C13 + C13C19 + C06C12 + C12C18 + C18C24 + C11C17 + C17C23 + C16C22);
d01 = pow(d01,exp)+0.001;
float C01C05 = distance(C01,C05);
float C02C06 = distance(C02,C06);
float C06C10 = distance(C06,C10);
float C03C07 = distance(C03,C07);
float C07C11 = distance(C07,C11);
float C11C15 = distance(C11,C15);
float C04C08 = distance(C04,C08);
float C08C12 = distance(C08,C12);
float C12C16 = distance(C12,C16);
float C16C20 = distance(C16,C20);
float C09C13 = distance(C09,C13);
float C13C17 = distance(C13,C17);
float C17C21 = distance(C17,C21);
float C14C18 = distance(C14,C18);
float C18C22 = distance(C18,C22);
float C19C23 = distance(C19,C23);
vec4 d02 = vec4(
C01C05 + C02C06 + C06C10 + C03C07 + C07C11 + C11C15 + C08C12 + C12C16 + C13C17,
C02C06 + C03C07 + C07C11 + C04C08 + C08C12 + C12C16 + C09C13 + C13C17 + C14C18,
C06C10 + C07C11 + C11C15 + C08C12 + C12C16 + C16C20 + C13C17 + C17C21 + C18C22,
C07C11 + C08C12 + C12C16 + C09C13 + C13C17 + C17C21 + C14C18 + C18C22 + C19C23);
d02 = pow(d02,exp)+0.001;
vec4 weight01 = d02;
vec4 weight02 = d01;
vec4 weight03 = 1.0/(d01 + d02);
vec3 DR0 = Interpolate2d( C06, C12, C00, C18 );
vec3 UR0 = Interpolate2d( C07, C11, C03, C15 );
vec3 DR1 = Interpolate2d( C07, C13, C01, C19 );
vec3 UR1 = Interpolate2d( C08, C12, C04, C16 );
vec3 DR2 = Interpolate2d( C11, C17, C05, C23 );
vec3 UR2 = Interpolate2d( C12, C16, C08, C20 );
vec3 DR3 = Interpolate2d( C12, C18, C06, C24 );
vec3 UR3 = Interpolate2d( C13, C17, C09, C21 );
vec2 frac = fract(coord*texSize.xy);
vec3 sum0 = (DR0 * weight01.x + UR0 * weight02.x)*weight03.x;
vec3 sum1 = (DR1 * weight01.y + UR1 * weight02.y)*weight03.y;
vec3 sum2 = (DR2 * weight01.z + UR2 * weight02.z)*weight03.z;
vec3 sum3 = (DR3 * weight01.w + UR3 * weight02.w)*weight03.w;
return mix(mix(sum0,sum1,frac.x),mix(sum2,sum3,frac.x),frac.y);
}
// 4xGLSoft lite code ( some modification... )
vec3 lite4xGLSoft(vec2 texcoord) {
vec3 c11 = COMPAT_TEXTURE(Source, texcoord ).rgb;
vec3 c00 = COMPAT_TEXTURE(Source, texcoord + xy.zw).rgb;
vec3 c20 = COMPAT_TEXTURE(Source, texcoord + xy.xw).rgb;
vec3 c22 = COMPAT_TEXTURE(Source, texcoord + xy.xy).rgb;
vec3 c02 = COMPAT_TEXTURE(Source, texcoord + xy.zy).rgb;
vec3 s00 = COMPAT_TEXTURE(Source, texcoord + yx.zw).rgb;
vec3 s20 = COMPAT_TEXTURE(Source, texcoord + yx.xw).rgb;
vec3 s22 = COMPAT_TEXTURE(Source, texcoord + yx.xy).rgb;
vec3 s02 = COMPAT_TEXTURE(Source, texcoord + yx.zy).rgb;
vec4 d1=vec4(
distance(c00,c22),
distance(c20,c02),
distance(s00,s22),
distance(s02,s20))+0.001;
vec3 t2=(d1.x*(c20+c02)+d1.y*(c00+c22))/(2.0*(d1.x+d1.y));
return .25*(c11+t2+(d1.w*(s00+s22)+d1.z*(s02+s20))/(d1.z+d1.w));
}
// de Blur code ( some modification... )
vec3 deBlur(vec3 C4, vec2 texCoord ) {
vec3 C0 = lite4xGLSoft(texCoord-g1);
vec3 C1 = lite4xGLSoft(texCoord-dy);
vec3 C2 = lite4xGLSoft(texCoord-g2);
vec3 C3 = lite4xGLSoft(texCoord-dx);
//vec3 C4 = lite4xGLSoft(texCoord );
vec3 C5 = lite4xGLSoft(texCoord+dx);
vec3 C6 = lite4xGLSoft(texCoord+g2);
vec3 C7 = lite4xGLSoft(texCoord+dy);
vec3 C8 = lite4xGLSoft(texCoord+g1);
vec3 mn1 = ColMin(ColMin(C0,C1),C2);
vec3 mn2 = ColMin(ColMin(C3,C4),C5);
vec3 mn3 = ColMin(ColMin(C6,C7),C8);
vec3 mx1 = ColMax(ColMax(C0,C1),C2);
vec3 mx2 = ColMax(ColMax(C3,C4),C5);
vec3 mx3 = ColMax(ColMax(C6,C7),C8);
mn1 = ColMin(ColMin(mn1,mn2),mn3);
mx1 = ColMax(ColMax(mx1,mx2),mx3);
float dif1 = distance(C4,mn1) + 0.001;
float dif2 = distance(C4,mx1) + 0.001;
float filterparam = 6.0; // de Blur control
dif1=pow(dif1,filterparam);
dif2=pow(dif2,filterparam);
float dif3=1.0/(dif1+dif2);
return (dif1*mx1 + dif2*mn1)*dif3;
}
void main()
{
FragColor = vec4(deBlur(STAA2D( vTexCoord.xy, Size2D ), vTexCoord.xy), 1.0);
}
#endif

View File

@ -1,253 +0,0 @@
/*
SimoneT mixed 3D - 2D games Shader v 1.16 WIP
Copyright (C) 2016 SimoneT - simone1tarditi@gmail.com
part of the code taken from "Directional Cubic Convolution Interpolation"
created by Dengwen Zhou and Xiaoliu Shen.
https://en.wikipedia.org/wiki/Directional_Cubic_Convolution_Interpolation
de Blur, 4xGLSoft lite - Copyright (C) 2016 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.
*/
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
// Parameter lines go here:
#pragma parameter THREE_D_SCALE "3D Filter Scale" 4.0 1.0 8.0 1.0
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float THREE_D_SCALE;
#else
#define THREE_D_SCALE 4.0
#endif
#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 int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#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
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
uniform sampler2D OrigTexture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
vec2 Size1D = vec2( SourceSize.x, SourceSize.y );
vec2 InvSize1D = 1.0 / Size1D;//vec2(0.000976562,0.001953125);
vec4 Size3D = vec4(vec2(THREE_D_SCALE * Size1D), vec2(1.0 / (THREE_D_SCALE * Size1D)));//vec4( 8192.0, 4096.0, 0.0001220703125, 0.000244140625 );
const vec4 exp = vec4(30.0);
vec3 Interpolate3d( vec3 a, vec3 b, vec3 c, vec3 d ) {
return ( a + b + c + d ) * 0.25;
}
vec3 STAA3D( vec2 coord, vec4 texSize ) {
vec2 TexCoord = (floor(coord*texSize.xy)+0.5)*texSize.zw;
vec4 shift = vec4( texSize.zw,-texSize.zw);
vec4 shift2 = 2.0*shift;
vec3 C00 = COMPAT_TEXTURE(OrigTexture, TexCoord - shift2.xy ).rgb;
vec3 C01 = COMPAT_TEXTURE(OrigTexture, TexCoord - vec2( shift.x , shift2.y)).rgb;
vec3 C02 = COMPAT_TEXTURE(OrigTexture, TexCoord - vec2( 0.0 , shift2.y)).rgb;
vec3 C03 = COMPAT_TEXTURE(OrigTexture, TexCoord - vec2( shift.z , shift2.y)).rgb;
vec3 C04 = COMPAT_TEXTURE(OrigTexture, TexCoord - vec2( shift2.z, shift2.y)).rgb;
vec3 C05 = COMPAT_TEXTURE(OrigTexture, TexCoord - vec2( shift2.x, shift.y )).rgb;
vec3 C06 = COMPAT_TEXTURE(OrigTexture, TexCoord - shift.xy ).rgb;
vec3 C07 = COMPAT_TEXTURE(OrigTexture, TexCoord - vec2( 0.0 , shift.y )).rgb;
vec3 C08 = COMPAT_TEXTURE(OrigTexture, TexCoord - vec2( shift.z , shift.y )).rgb;
vec3 C09 = COMPAT_TEXTURE(OrigTexture, TexCoord - vec2( shift2.z, shift.y )).rgb;
vec3 C10 = COMPAT_TEXTURE(OrigTexture, TexCoord - vec2( shift2.x, 0.0 )).rgb;
vec3 C11 = COMPAT_TEXTURE(OrigTexture, TexCoord - vec2( shift.x , 0.0 )).rgb;
vec3 C12 = COMPAT_TEXTURE(OrigTexture, TexCoord ).rgb;
vec3 C13 = COMPAT_TEXTURE(OrigTexture, TexCoord + vec2( shift.x , 0.0 )).rgb;
vec3 C14 = COMPAT_TEXTURE(OrigTexture, TexCoord + vec2( shift2.x, 0.0 )).rgb;
vec3 C15 = COMPAT_TEXTURE(OrigTexture, TexCoord + vec2( shift2.z, shift.y )).rgb;
vec3 C16 = COMPAT_TEXTURE(OrigTexture, TexCoord + vec2( shift.z , shift.y )).rgb;
vec3 C17 = COMPAT_TEXTURE(OrigTexture, TexCoord + vec2( 0.0 , shift.y )).rgb;
vec3 C18 = COMPAT_TEXTURE(OrigTexture, TexCoord + shift.xy ).rgb;
vec3 C19 = COMPAT_TEXTURE(OrigTexture, TexCoord + vec2( shift2.x, shift.y )).rgb;
vec3 C20 = COMPAT_TEXTURE(OrigTexture, TexCoord + vec2( shift2.z, shift2.y)).rgb;
vec3 C21 = COMPAT_TEXTURE(OrigTexture, TexCoord + vec2( shift.z , shift2.y)).rgb;
vec3 C22 = COMPAT_TEXTURE(OrigTexture, TexCoord + vec2( 0.0 , shift2.y)).rgb;
vec3 C23 = COMPAT_TEXTURE(OrigTexture, TexCoord + vec2( shift.x , shift2.y)).rgb;
vec3 C24 = COMPAT_TEXTURE(OrigTexture, TexCoord + shift2.xy ).rgb;
float C03C09 = distance(C03,C09);
float C02C08 = distance(C02,C08);
float C08C14 = distance(C08,C14);
float C01C07 = distance(C01,C07);
float C07C13 = distance(C07,C13);
float C13C19 = distance(C13,C19);
float C00C06 = distance(C00,C06);
float C06C12 = distance(C06,C12);
float C12C18 = distance(C12,C18);
float C18C24 = distance(C18,C24);
float C05C11 = distance(C05,C11);
float C11C17 = distance(C11,C17);
float C17C23 = distance(C17,C23);
float C10C16 = distance(C10,C16);
float C16C22 = distance(C16,C22);
float C15C21 = distance(C15,C21);
vec4 d01 = vec4(
C02C08 + C01C07 + C07C13 + C00C06 + C06C12 + C12C18 + C05C11 + C11C17 + C10C16,
C03C09 + C02C08 + C08C14 + C01C07 + C07C13 + C13C19 + C06C12 + C12C18 + C11C17,
C07C13 + C06C12 + C12C18 + C05C11 + C11C17 + C17C23 + C10C16 + C16C22 + C15C21,
C08C14 + C07C13 + C13C19 + C06C12 + C12C18 + C18C24 + C11C17 + C17C23 + C16C22);
d01 = pow(d01,exp)+0.001;
float C01C05 = distance(C01,C05);
float C02C06 = distance(C02,C06);
float C06C10 = distance(C06,C10);
float C03C07 = distance(C03,C07);
float C07C11 = distance(C07,C11);
float C11C15 = distance(C11,C15);
float C04C08 = distance(C04,C08);
float C08C12 = distance(C08,C12);
float C12C16 = distance(C12,C16);
float C16C20 = distance(C16,C20);
float C09C13 = distance(C09,C13);
float C13C17 = distance(C13,C17);
float C17C21 = distance(C17,C21);
float C14C18 = distance(C14,C18);
float C18C22 = distance(C18,C22);
float C19C23 = distance(C19,C23);
vec4 d02 = vec4(
C01C05 + C02C06 + C06C10 + C03C07 + C07C11 + C11C15 + C08C12 + C12C16 + C13C17,
C02C06 + C03C07 + C07C11 + C04C08 + C08C12 + C12C16 + C09C13 + C13C17 + C14C18,
C06C10 + C07C11 + C11C15 + C08C12 + C12C16 + C16C20 + C13C17 + C17C21 + C18C22,
C07C11 + C08C12 + C12C16 + C09C13 + C13C17 + C17C21 + C14C18 + C18C22 + C19C23);
d02 = pow(d02,exp)+0.001;
vec4 weight01 = d02;
vec4 weight02 = d01;
vec4 weight03 = 1.0/(d01 + d02);
vec3 DR0 = Interpolate3d( C06, C12, C00, C18 );
vec3 UR0 = Interpolate3d( C07, C11, C03, C15 );
vec3 DR1 = Interpolate3d( C07, C13, C01, C19 );
vec3 UR1 = Interpolate3d( C08, C12, C04, C16 );
vec3 DR2 = Interpolate3d( C11, C17, C05, C23 );
vec3 UR2 = Interpolate3d( C12, C16, C08, C20 );
vec3 DR3 = Interpolate3d( C12, C18, C06, C24 );
vec3 UR3 = Interpolate3d( C13, C17, C09, C21 );
vec2 frac = fract(coord*texSize.xy);
vec3 sum0 = (DR0 * weight01.x + UR0 * weight02.x)*weight03.x;
vec3 sum1 = (DR1 * weight01.y + UR1 * weight02.y)*weight03.y;
vec3 sum2 = (DR2 * weight01.z + UR2 * weight02.z)*weight03.z;
vec3 sum3 = (DR3 * weight01.w + UR3 * weight02.w)*weight03.w;
return mix(mix(sum0,sum1,frac.x),mix(sum2,sum3,frac.x),frac.y);
}
void main()
{
FragColor = vec4(STAA3D( vTexCoord.xy, Size3D ), 1.0);
}
#endif

View File

@ -1,224 +0,0 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
//const vec4 Size = vec4( 1024.0, 512.0, 0.0009765625, 0.001953125 );
const vec4 Size = vec4( 2048.0, 1024.0, 0.00048828125, 0.0009765625 );
const mat3 RGBtoYIQ = mat3(0.299, 0.596, 0.212,
0.587,-0.275,-0.523,
0.114,-0.321, 0.311);
const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523,
0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149);
const vec3 val00 = vec3( 1.2, 1.2, 1.2);
const vec4 exp = vec4(30.0);
float Cdistance(vec3 c1, vec3 c2){
float rmean = (c1.r+c2.r)*0.5;
c1 = pow(c1-c2,vec3(2.0));
return sqrt((2.0+rmean)*c1.r+4.0*c1.g+(3.0-rmean)*c1.b);
}
vec3 Interpolate( vec3 a, vec3 b ) {
return ( a + b ) * 0.5;
}
#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 COMPAT_TEXTURE
#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 int SourceDirection;
uniform int SourceCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#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
uniform int SourceDirection;
uniform int SourceCount;
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 texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
vec2 frac = fract(vTexCoord*SourceSize.xy);
vec2 TexCoord = (floor(vTexCoord*SourceSize.xy)+0.5)*SourceSize.zw;
vec4 shift = vec4( SourceSize.zw,-SourceSize.zw);
vec4 shift2 = 2.0*shift;
vec3 C00 = COMPAT_TEXTURE(Source, TexCoord + shift2.zw ).rgb;
vec3 C01 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift.z , shift2.w)).rgb;
vec3 C02 = COMPAT_TEXTURE(Source, TexCoord + vec2( 0.0 , shift2.w)).rgb;
vec3 C03 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift.x , shift2.w)).rgb;
vec3 C04 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift2.x, shift2.w)).rgb;
vec3 C05 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift2.z, shift.w )).rgb;
vec3 C06 = COMPAT_TEXTURE(Source, TexCoord + shift.zw ).rgb;
vec3 C07 = COMPAT_TEXTURE(Source, TexCoord + vec2( 0.0 , shift.w )).rgb;
vec3 C08 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift.x , shift.w )).rgb;
vec3 C09 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift2.x, shift.w )).rgb;
vec3 C10 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift2.z, 0.0 )).rgb;
vec3 C11 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift.z , 0.0 )).rgb;
vec3 C12 = COMPAT_TEXTURE(Source, TexCoord ).rgb;
vec3 C13 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift.x , 0.0 )).rgb;
vec3 C14 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift2.x, 0.0 )).rgb;
vec3 C15 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift2.z, shift.y )).rgb;
vec3 C16 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift.z , shift.y )).rgb;
vec3 C17 = COMPAT_TEXTURE(Source, TexCoord + vec2( 0.0 , shift.y )).rgb;
vec3 C18 = COMPAT_TEXTURE(Source, TexCoord + shift.xy ).rgb;
vec3 C19 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift2.x, shift.y )).rgb;
vec3 C20 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift2.z, shift2.y)).rgb;
vec3 C21 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift.z , shift2.y)).rgb;
vec3 C22 = COMPAT_TEXTURE(Source, TexCoord + vec2( 0.0 , shift2.y)).rgb;
vec3 C23 = COMPAT_TEXTURE(Source, TexCoord + vec2( shift.x , shift2.y)).rgb;
vec3 C24 = COMPAT_TEXTURE(Source, TexCoord + shift2.xy ).rgb;
float C03C09 = Cdistance(C03,C09);
float C02C08 = Cdistance(C02,C08);
float C08C14 = Cdistance(C08,C14);
float C01C07 = Cdistance(C01,C07);
float C07C13 = Cdistance(C07,C13);
float C13C19 = Cdistance(C13,C19);
float C00C06 = Cdistance(C00,C06);
float C06C12 = Cdistance(C06,C12);
float C12C18 = Cdistance(C12,C18);
float C18C24 = Cdistance(C18,C24);
float C05C11 = Cdistance(C05,C11);
float C11C17 = Cdistance(C11,C17);
float C17C23 = Cdistance(C17,C23);
float C10C16 = Cdistance(C10,C16);
float C16C22 = Cdistance(C16,C22);
float C15C21 = Cdistance(C15,C21);
vec4 d01 = vec4(
C02C08 + C01C07 + C07C13 + C00C06 + C06C12 + C12C18 + C05C11 + C11C17 + C10C16,
C03C09 + C02C08 + C08C14 + C01C07 + C07C13 + C13C19 + C06C12 + C12C18 + C11C17,
C07C13 + C06C12 + C12C18 + C05C11 + C11C17 + C17C23 + C10C16 + C16C22 + C15C21,
C08C14 + C07C13 + C13C19 + C06C12 + C12C18 + C18C24 + C11C17 + C17C23 + C16C22);
d01 = pow(d01,exp)+1.0;
float C01C05 = Cdistance(C01,C05);
float C02C06 = Cdistance(C02,C06);
float C06C10 = Cdistance(C06,C10);
float C03C07 = Cdistance(C03,C07);
float C07C11 = Cdistance(C07,C11);
float C11C15 = Cdistance(C11,C15);
float C04C08 = Cdistance(C04,C08);
float C08C12 = Cdistance(C08,C12);
float C12C16 = Cdistance(C12,C16);
float C16C20 = Cdistance(C16,C20);
float C09C13 = Cdistance(C09,C13);
float C13C17 = Cdistance(C13,C17);
float C17C21 = Cdistance(C17,C21);
float C14C18 = Cdistance(C14,C18);
float C18C22 = Cdistance(C18,C22);
float C19C23 = Cdistance(C19,C23);
vec4 d02 = vec4(
C01C05 + C02C06 + C06C10 + C03C07 + C07C11 + C11C15 + C08C12 + C12C16 + C13C17,
C02C06 + C03C07 + C07C11 + C04C08 + C08C12 + C12C16 + C09C13 + C13C17 + C14C18,
C06C10 + C07C11 + C11C15 + C08C12 + C12C16 + C16C20 + C13C17 + C17C21 + C18C22,
C07C11 + C08C12 + C12C16 + C09C13 + C13C17 + C17C21 + C14C18 + C18C22 + C19C23);
d02 = pow(d02,exp)+1.0;
vec4 w01 = 1.0 / d01;
vec4 w02 = 1.0 / d02;
vec4 w03 = w01 + w02;
w03 = 1.0 / w03;
vec4 weight01 = w01 * w03;
vec4 weight02 = w02 * w03;
vec3 DR0 = Interpolate( C06, C12 );
vec3 UR0 = Interpolate( C07, C11 );
vec3 DR1 = Interpolate( C07, C13 );
vec3 UR1 = Interpolate( C08, C12 );
vec3 DR2 = Interpolate( C11, C17 );
vec3 UR2 = Interpolate( C12, C16 );
vec3 DR3 = Interpolate( C12, C18 );
vec3 UR3 = Interpolate( C13, C17 );
vec3 sum0 = DR0 * weight01.x + UR0 * weight02.x;
vec3 sum1 = DR1 * weight01.y + UR1 * weight02.y;
vec3 sum2 = DR2 * weight01.z + UR2 * weight02.z;
vec3 sum3 = DR3 * weight01.w + UR3 * weight02.w;
FragColor = vec4(mix(mix(sum0,sum1,frac.x),mix(sum2,sum3,frac.x),frac.y), 1.0);
}
#endif

View File

@ -1,221 +0,0 @@
/*
de Blur - Copyright (C) 2016 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.
*/
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
// Parameter lines go here:
#pragma parameter filterparam "Edge Size" 7.0 1.0 25.0 1.0
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float filterparam;
#else
#define filterparam 7.0
#endif
const mat3 RGBtoYIQ = mat3(0.299, 0.596, 0.212,
0.587,-0.275,-0.523,
0.114,-0.321, 0.311);
const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523,
0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149);
const vec3 val00 = vec3( 1.2, 1.2, 1.2);
const vec4 exp = vec4(30.0);
#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 int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#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
uniform int FrameDirection;
uniform 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 texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
// de/blur constants and functions //
//const vec4 Size = vec4( 1024.0, 512.0, 0.0009765625, 0.001953125 );
const vec4 Size = vec4( 2048.0, 1024.0, 0.00048828125, 0.0009765625 );
float CLength(vec3 c1){
float rmean = c1.r*0.5;
c1*= c1;
return sqrt((2.0+rmean)*c1.r+4.0*c1.g+(3.0-rmean)*c1.b);
}
float Cdistance(vec3 c1, vec3 c2){
float rmean = (c1.r+c2.r)*0.5;
c1 = pow(c1-c2,vec3(2.0));
return sqrt((2.0+rmean)*c1.r+4.0*c1.g+(3.0-rmean)*c1.b);
}
vec3 ColMin(vec3 a, vec3 b){
float dist = step(0.01,sign(CLength(a) - CLength(b)));
return mix(a,b,dist);
}
vec3 ColMax(vec3 a, vec3 b){
float dist = step(0.01,sign(CLength(a) - CLength(b)));
return mix(b,a,dist);
}
vec3 Blur( sampler2D Frame, vec2 TexCoord ) {
vec2 shift = Size.zw * 0.5;
vec3 C06 = COMPAT_TEXTURE(Frame, TexCoord - shift.xy).rgb;
vec3 C07 = COMPAT_TEXTURE(Frame, TexCoord + vec2( shift.x,-shift.y)).rgb;
vec3 C11 = COMPAT_TEXTURE(Frame, TexCoord + vec2(-shift.x, shift.y)).rgb;
vec3 C12 = COMPAT_TEXTURE(Frame, TexCoord + shift.xy).rgb;
float dif1 = Cdistance(C06,C12) + 0.00001;
float dif2 = Cdistance(C07,C11) + 0.00001;
float filterparam = 7.0; // de Blur control
dif1=pow(dif1,filterparam);
dif2=pow(dif2,filterparam);
float dif3=dif1+dif2;
return (dif1*(C07+C11)*0.5 + dif2*(C06+C12)*0.5)/dif3;
}
// de Blur code
vec3 deBlur(vec3 C9, sampler2D tex, vec2 coord) {
vec2 dx = vec2( Size.z, 0.0);
vec2 dy = vec2( 0.0, Size.w);
vec2 g1 = vec2( Size.z, Size.w);
vec2 g2 = vec2(-Size.z, Size.w);
vec3 C0 = Blur(tex, coord-g1).rgb;
vec3 C1 = Blur(tex, coord-dy).rgb;
vec3 C2 = Blur(tex, coord-g2).rgb;
vec3 C3 = Blur(tex, coord-dx).rgb;
vec3 C4 = Blur(tex, coord ).rgb;
vec3 C5 = Blur(tex, coord+dx).rgb;
vec3 C6 = Blur(tex, coord+g2).rgb;
vec3 C7 = Blur(tex, coord+dy).rgb;
vec3 C8 = Blur(tex, coord+g1).rgb;
vec3 mn1 = ColMin(ColMin(C0,C1),C2);
vec3 mn2 = ColMin(ColMin(C3,C4),C5);
vec3 mn3 = ColMin(ColMin(C6,C7),C8);
mn1 = ColMin(ColMin(mn1,mn2),mn3);
vec3 mx1 = ColMax(ColMax(C0,C1),C2);
vec3 mx2 = ColMax(ColMax(C3,C4),C5);
vec3 mx3 = ColMax(ColMax(C6,C7),C8);
mx1 = ColMax(ColMax(mx1,mx2),mx3);
float dif1 = Cdistance(C9,mn1) + 0.00001;
float dif2 = Cdistance(C9,mx1) + 0.00001;
// float filterparam = 14.0; // de Blur control
dif1=pow(dif1,filterparam);
dif2=pow(dif2,filterparam);
float dif3=dif1+dif2;
return (dif1*mx1 + dif2*mn1)/dif3;
}
// end de/blur //
void main()
{
vec3 C9 = COMPAT_TEXTURE(Texture, TEX0.xy).rgb;
FragColor = vec4(deBlur( C9, Texture, TEX0.xy), 1.0);
}
#endif

View File

@ -1,164 +0,0 @@
/*
SimoneT mixed 3D - 2D games Shader v 1.16 WIP
Copyright (C) 2016 SimoneT - simone1tarditi@gmail.com
part of the code taken from "Directional Cubic Convolution Interpolation"
created by Dengwen Zhou and Xiaoliu Shen.
https://en.wikipedia.org/wiki/Directional_Cubic_Convolution_Interpolation
de Blur, 4xGLSoft lite - Copyright (C) 2016 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.
*/
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#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 int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#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
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
uniform sampler2D Pass1Texture;
uniform sampler2D Pass2Texture;
COMPAT_VARYING vec4 TEX0;
// in variables go here as COMPAT_VARYING whatever
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
const vec2 Size1D = vec2( 1024, 512 );
const vec2 InvSize1D = vec2(0.000976562,0.001953125);
const vec4 Size2D = vec4( 2048.0, 1024.0, 0.00048828125 , 0.0009765625 );
const vec4 Size3D = vec4( 8192.0, 4096.0, 0.0001220703125, 0.000244140625 );
const vec3 ones = vec3(1.0,1.0,1.0);
const vec4 exp = vec4(30.0);
const vec4 yx = vec4( 0.000244140625, 0.00048828125,-0.000244140625,-0.00048828125);
const vec4 xy = vec4( 0.00048828125 , 0.0009765625 ,-0.00048828125 ,-0.0009765625 );
const vec2 dx = vec2( 0.00048828125, 0.0 );
const vec2 dy = vec2( 0.0 , 0.0009765625);
const vec2 g1 = vec2( 0.00048828125, 0.0009765625);
const vec2 g2 = vec2(-0.00048828125, 0.0009765625);
float detect3d(sampler2D tex, vec2 texCoords ){
vec2 pos = (floor(texCoords*Size2D.xy)+0.5)*Size2D.zw;
vec2 swirl = step(0.5,fract((texCoords*Size2D.xy)*0.5));
vec2 shift = mix(Size2D.zw,-Size2D.zw,swirl);
vec3 a = COMPAT_TEXTURE(tex, pos ).rgb;
vec3 b = COMPAT_TEXTURE(tex, pos + vec2( shift.x, 0.0 ) ).rgb;
vec3 c = COMPAT_TEXTURE(tex, pos + vec2( 0.0, shift.y ) ).rgb;
vec3 d = COMPAT_TEXTURE(tex, pos + shift ).rgb;
float e = (min(1.0,distance(a,b)+distance(b,c)+distance(c,d)))*255.0;
return e;
}
void main()
{
float e0 = detect3d( Source, vTexCoord.xy );
float e1 = detect3d( Source, vTexCoord.xy+vec2(InvSize1D.x,0.0));
float e2 = detect3d( Source, vTexCoord.xy+vec2(0.0,InvSize1D.y));
float e3 = detect3d( Source, vTexCoord.xy+InvSize1D );
float e = min(1.0,e0+e1+e2+e3);
vec3 c11 = ( e < 1.0 ) ? (texture(Pass1Texture, vTexCoord).rgb):
(texture(Source, vTexCoord).rgb);
FragColor = vec4(c11, 1.0);
}
#endif

View File

@ -24,6 +24,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision highp float;
#else
#define COMPAT_PRECISION
#endif

View File

@ -28,6 +28,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision COMPAT_PRECISION float;
#else
#define COMPAT_PRECISION
#endif
@ -161,33 +162,33 @@ void main()
float2 tc = vTexCoord;
float3 col;
float3 center = GET(0,0);
float3 center = GET(0.,0.);
BIL(-2,-2)
BIL(-1,-2)
BIL( 0,-2)
BIL( 1,-2)
BIL( 2,-2)
BIL(-2,-1)
BIL(-1,-1)
BIL( 0,-1)
BIL( 1,-1)
BIL( 2,-1)
BIL(-2, 0)
BIL(-1, 0)
BIL( 0, 0)
BIL( 1, 0)
BIL( 2, 0)
BIL(-2, 1)
BIL(-1, 1)
BIL( 0, 1)
BIL( 1, 1)
BIL( 2, 1)
BIL(-2, 2)
BIL(-1, 2)
BIL( 0, 2)
BIL( 1, 2)
BIL( 2, 2)
BIL(-2.,-2.)
BIL(-1.,-2.)
BIL( 0.,-2.)
BIL( 1.,-2.)
BIL( 2.,-2.)
BIL(-2.,-1.)
BIL(-1.,-1.)
BIL( 0.,-1.)
BIL( 1.,-1.)
BIL( 2.,-1.)
BIL(-2., 0.)
BIL(-1., 0.)
BIL( 0., 0.)
BIL( 1., 0.)
BIL( 2., 0.)
BIL(-2., 1.)
BIL(-1., 1.)
BIL( 0., 1.)
BIL( 1., 1.)
BIL( 2., 1.)
BIL(-2., 2.)
BIL(-1., 2.)
BIL( 0., 2.)
BIL( 1., 2.)
BIL( 2., 2.)
// Weight normalization
color /= wsum;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
// Gendither
//
@ -32,6 +32,7 @@ int erroredtable[16] = int[](
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision COMPAT_PRECISION float;
#else
#define COMPAT_PRECISION
#endif
@ -43,8 +44,8 @@ COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -61,7 +62,7 @@ void main()
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
out mediump vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
@ -79,8 +80,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -116,7 +117,7 @@ void main()
colord.r = color.r + ohyes;
colord.g = color.g + ohyes;
colord.b = color.b + ohyes;
final.rgb += colord.rgb * 0.003921568627451; // divide by 255, i don't trust em
final.rgb += float(colord.rgb) * 0.003921568627451; // divide by 255, i don't trust em
// Reduce color depth
float why = 1.0;

View File

@ -2,7 +2,8 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#define COMPAT_PRECISION highp
precision highp float;
#else
#define COMPAT_PRECISION
#endif
@ -71,7 +72,7 @@ uniform COMPAT_PRECISION float BGR;
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#define COMPAT_PRECISION highp
#else
#define COMPAT_PRECISION
#endif
@ -83,8 +84,8 @@ COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -101,6 +102,7 @@ void main()
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
@ -114,13 +116,13 @@ precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#define COMPAT_PRECISION highp
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -94,8 +94,8 @@ COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -135,8 +135,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,3 +1,5 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
@ -45,8 +47,8 @@ COMPAT_VARYING vec2 one;
COMPAT_VARYING vec2 pix_no;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -88,8 +90,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,3 +1,5 @@
#version 130
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
@ -89,8 +91,8 @@ COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -109,6 +111,7 @@ void main()
}
#elif defined(FRAGMENT)
#pragma format R8G8B8A8_SRGB
#if __VERSION__ >= 130
#define COMPAT_VARYING in
@ -131,8 +134,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,3 +1,5 @@
#version 130
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
@ -89,8 +91,8 @@ COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -131,8 +133,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,3 +1,5 @@
#version 130
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
@ -89,8 +91,8 @@ COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -131,8 +133,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,3 +1,5 @@
#version 130
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
@ -89,8 +91,8 @@ COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -131,8 +133,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,3 +1,5 @@
#version 130
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
@ -205,8 +207,8 @@ COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -224,6 +226,7 @@ void main()
}
#elif defined(FRAGMENT)
#pragma format R8G8B8A8_SRGB
#if __VERSION__ >= 130
#define COMPAT_VARYING in
@ -246,8 +249,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,3 +1,5 @@
#version 130
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
@ -204,8 +206,8 @@ COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -245,8 +247,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,3 +1,5 @@
#version 130
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
@ -201,8 +203,8 @@ COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -242,8 +244,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,3 +1,5 @@
#version 130
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
@ -173,8 +175,8 @@ COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -214,8 +216,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,3 +1,5 @@
#version 130
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
@ -172,8 +174,8 @@ COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -213,8 +215,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,3 +1,5 @@
#version 130
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
@ -170,8 +172,8 @@ COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -211,8 +213,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -60,8 +60,8 @@ COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -83,7 +83,7 @@ void main()
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
out mediump vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
@ -101,14 +101,13 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;
// in variables go here as COMPAT_VARYING whatever
// fragment compatibility #defines
#define Source Texture
@ -197,7 +196,7 @@ vec4 scale(sampler2D image, vec2 coord)
if (P(0x2f,0x2f)) {
float dist = length(p - vec2(0.5));
float pixel_size = length(1.0 / (uResolution / textureDimensions));
if (dist < 0.5 - pixel_size / 2) {
if (dist < 0.5 - pixel_size / 2.) {
return w4;
}
vec4 r;
@ -208,40 +207,40 @@ vec4 scale(sampler2D image, vec2 coord)
r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
}
if (dist > 0.5 + pixel_size / 2) {
if (dist > 0.5 + pixel_size / 2.) {
return r;
}
return mix(w4, r, (dist - 0.5 + pixel_size / 2) / pixel_size);
return mix(w4, r, (dist - 0.5 + pixel_size / 2.) / pixel_size);
}
if (P(0xbf,0x37) || P(0xdb,0x13)) {
float dist = p.x - 2.0 * p.y;
float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5);
if (dist > pixel_size / 2) {
float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5.);
if (dist > pixel_size / 2.) {
return w1;
}
vec4 r = mix(w3, w4, p.x + 0.5);
if (dist < -pixel_size / 2) {
if (dist < -pixel_size / 2.) {
return r;
}
return mix(r, w1, (dist + pixel_size / 2) / pixel_size);
return mix(r, w1, (dist + pixel_size / 2.) / pixel_size);
}
if (P(0xdb,0x49) || P(0xef,0x6d)) {
float dist = p.y - 2.0 * p.x;
float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5);
if (p.y - 2.0 * p.x > pixel_size / 2) {
float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5.);
if (p.y - 2.0 * p.x > pixel_size / 2.) {
return w3;
}
vec4 r = mix(w1, w4, p.x + 0.5);
if (dist < -pixel_size / 2) {
if (dist < -pixel_size / 2.) {
return r;
}
return mix(r, w3, (dist + pixel_size / 2) / pixel_size);
return mix(r, w3, (dist + pixel_size / 2.) / pixel_size);
}
if (P(0xbf,0x8f) || P(0x7e,0x0e)) {
float dist = p.x + 2.0 * p.y;
float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5);
float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5.);
if (dist > 1.0 + pixel_size / 2) {
if (dist > 1.0 + pixel_size / 2.) {
return w4;
}
@ -253,19 +252,19 @@ vec4 scale(sampler2D image, vec2 coord)
r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
}
if (dist < 1.0 - pixel_size / 2) {
if (dist < 1.0 - pixel_size / 2.) {
return r;
}
return mix(r, w4, (dist + pixel_size / 2 - 1.0) / pixel_size);
return mix(r, w4, (dist + pixel_size / 2. - 1.0) / pixel_size);
}
if (P(0x7e,0x2a) || P(0xef,0xab)) {
float dist = p.y + 2.0 * p.x;
float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5);
float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5.);
if (p.y + 2.0 * p.x > 1.0 + pixel_size / 2) {
if (p.y + 2.0 * p.x > 1.0 + pixel_size / 2.) {
return w4;
}
@ -278,11 +277,11 @@ vec4 scale(sampler2D image, vec2 coord)
r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
}
if (dist < 1.0 - pixel_size / 2) {
if (dist < 1.0 - pixel_size / 2.) {
return r;
}
return mix(r, w4, (dist + pixel_size / 2 - 1.0) / pixel_size);
return mix(r, w4, (dist + pixel_size / 2. - 1.0) / pixel_size);
}
if (P(0x1b,0x03) || P(0x4f,0x43) || P(0x8b,0x83) || P(0x6b,0x43))
@ -301,7 +300,7 @@ vec4 scale(sampler2D image, vec2 coord)
float dist = p.x + p.y;
float pixel_size = length(1.0 / (uResolution / textureDimensions));
if (dist > 0.5 + pixel_size / 2) {
if (dist > 0.5 + pixel_size / 2.) {
return w4;
}
@ -313,11 +312,11 @@ vec4 scale(sampler2D image, vec2 coord)
r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
}
if (dist < 0.5 - pixel_size / 2) {
if (dist < 0.5 - pixel_size / 2.) {
return r;
}
return mix(r, w4, (dist + pixel_size / 2 - 0.5) / pixel_size);
return mix(r, w4, (dist + pixel_size / 2. - 0.5) / pixel_size);
}
if (P(0x0b,0x01))
@ -329,7 +328,7 @@ vec4 scale(sampler2D image, vec2 coord)
float dist = p.x + p.y;
float pixel_size = length(1.0 / (uResolution / textureDimensions));
if (dist > 0.5 + pixel_size / 2)
if (dist > 0.5 + pixel_size / 2.)
return w4;
/* We need more samples to "solve" this diagonal */
@ -357,10 +356,10 @@ vec4 scale(sampler2D image, vec2 coord)
if (diagonal_bias <= 0) {
vec4 r = mix(w1, w3, p.y - p.x + 0.5);
if (dist < 0.5 - pixel_size / 2) {
if (dist < 0.5 - pixel_size / 2.) {
return r;
}
return mix(r, w4, (dist + pixel_size / 2 - 0.5) / pixel_size);
return mix(r, w4, (dist + pixel_size / 2. - 0.5) / pixel_size);
}
return w4;

View File

@ -30,6 +30,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision COMPAT_PRECISION float;
#else
#define COMPAT_PRECISION
#endif
@ -90,8 +91,8 @@ COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -128,8 +129,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -144,8 +145,6 @@ COMPAT_VARYING vec4 TEX0;
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
// delete all 'params.' or 'registers.' or whatever in the fragment
void main()
{
vec2 tex = vTexCoord;
@ -161,34 +160,34 @@ void main()
// [ c20, c6, c7, c8, c17 ]
// [ c15, c12, c14 ]
// [ c13 ]
vec3 c19 = clamp( texture(Source, vTexCoord + vec2(-3*px, 0)).rgb, 0.0, 1.0);
vec3 c21 = clamp( texture(Source, vTexCoord + vec2(-2*px, -py)).rgb, 0.0, 1.0);
vec3 c10 = clamp( texture(Source, vTexCoord + vec2(-2*px, 0)).rgb, 0.0, 1.0);
vec3 c20 = clamp( texture(Source, vTexCoord + vec2(-2*px, py)).rgb, 0.0, 1.0);
vec3 c24 = clamp( texture(Source, vTexCoord + vec2( -px,-2*py)).rgb, 0.0, 1.0);
vec3 c19 = clamp( texture(Source, vTexCoord + vec2(-3.*px, 0.)).rgb, 0.0, 1.0);
vec3 c21 = clamp( texture(Source, vTexCoord + vec2(-2.*px, -py)).rgb, 0.0, 1.0);
vec3 c10 = clamp( texture(Source, vTexCoord + vec2(-2.*px, 0.)).rgb, 0.0, 1.0);
vec3 c20 = clamp( texture(Source, vTexCoord + vec2(-2.*px, py)).rgb, 0.0, 1.0);
vec3 c24 = clamp( texture(Source, vTexCoord + vec2( -px,-2.*py)).rgb, 0.0, 1.0);
vec3 c1 = clamp( texture(Source, vTexCoord + vec2( -px, -py)).rgb, 0.0, 1.0);
vec3 c4 = clamp( texture(Source, vTexCoord + vec2( -px, 0)).rgb, 0.0, 1.0);
vec3 c4 = clamp( texture(Source, vTexCoord + vec2( -px, 0.)).rgb, 0.0, 1.0);
vec3 c6 = clamp( texture(Source, vTexCoord + vec2( -px, py)).rgb, 0.0, 1.0);
vec3 c15 = clamp( texture(Source, vTexCoord + vec2( -px, 2*py)).rgb, 0.0, 1.0);
vec3 c22 = clamp( texture(Source, vTexCoord + vec2( 0, -3*py)).rgb, 0.0, 1.0);
vec3 c9 = clamp( texture(Source, vTexCoord + vec2( 0, -2*py)).rgb, 0.0, 1.0);
vec3 c2 = clamp( texture(Source, vTexCoord + vec2( 0, -py)).rgb, 0.0, 1.0);
vec3 c15 = clamp( texture(Source, vTexCoord + vec2( -px, 2.*py)).rgb, 0.0, 1.0);
vec3 c22 = clamp( texture(Source, vTexCoord + vec2( 0., -3.*py)).rgb, 0.0, 1.0);
vec3 c9 = clamp( texture(Source, vTexCoord + vec2( 0., -2.*py)).rgb, 0.0, 1.0);
vec3 c2 = clamp( texture(Source, vTexCoord + vec2( 0., -py)).rgb, 0.0, 1.0);
vec3 c0 = clamp( texture(Source, vTexCoord).rgb, 0.0, 1.0);
vec3 c7 = clamp( texture(Source, vTexCoord + vec2( 0, py)).rgb, 0.0, 1.0);
vec3 c12 = clamp( texture(Source, vTexCoord + vec2( 0, 2*py)).rgb, 0.0, 1.0);
vec3 c13 = clamp( texture(Source, vTexCoord + vec2( 0, 3*py)).rgb, 0.0, 1.0);
vec3 c23 = clamp( texture(Source, vTexCoord + vec2( px,-2*py)).rgb, 0.0, 1.0);
vec3 c7 = clamp( texture(Source, vTexCoord + vec2( 0., py)).rgb, 0.0, 1.0);
vec3 c12 = clamp( texture(Source, vTexCoord + vec2( 0., 2.*py)).rgb, 0.0, 1.0);
vec3 c13 = clamp( texture(Source, vTexCoord + vec2( 0., 3.*py)).rgb, 0.0, 1.0);
vec3 c23 = clamp( texture(Source, vTexCoord + vec2( px,-2.*py)).rgb, 0.0, 1.0);
vec3 c3 = clamp( texture(Source, vTexCoord + vec2( px, -py)).rgb, 0.0, 1.0);
vec3 c5 = clamp( texture(Source, vTexCoord + vec2( px, 0)).rgb, 0.0, 1.0);
vec3 c5 = clamp( texture(Source, vTexCoord + vec2( px, 0.)).rgb, 0.0, 1.0);
vec3 c8 = clamp( texture(Source, vTexCoord + vec2( px, py)).rgb, 0.0, 1.0);
vec3 c14 = clamp( texture(Source, vTexCoord + vec2( px, 2*py)).rgb, 0.0, 1.0);
vec3 c18 = clamp( texture(Source, vTexCoord + vec2( 2*px, -py)).rgb, 0.0, 1.0);
vec3 c11 = clamp( texture(Source, vTexCoord + vec2( 2*px, 0)).rgb, 0.0, 1.0);
vec3 c17 = clamp( texture(Source, vTexCoord + vec2( 2*px, py)).rgb, 0.0, 1.0);
vec3 c16 = clamp( texture(Source, vTexCoord + vec2( 3*px, 0)).rgb, 0.0, 1.0 );
vec3 c14 = clamp( texture(Source, vTexCoord + vec2( px, 2.*py)).rgb, 0.0, 1.0);
vec3 c18 = clamp( texture(Source, vTexCoord + vec2( 2.*px, -py)).rgb, 0.0, 1.0);
vec3 c11 = clamp( texture(Source, vTexCoord + vec2( 2.*px, 0.)).rgb, 0.0, 1.0);
vec3 c17 = clamp( texture(Source, vTexCoord + vec2( 2.*px, py)).rgb, 0.0, 1.0);
vec3 c16 = clamp( texture(Source, vTexCoord + vec2( 3.*px, 0.)).rgb, 0.0, 1.0 );
// Blur, gauss 3x3
vec3 blur = (2*(c2 + c4 + c5 + c7) + (c1 + c3 + c6 +c8) + 4*c0)/16;
vec3 blur = (2.*(c2 + c4 + c5 + c7) + (c1 + c3 + c6 +c8) + 4.*c0)/16.;
float blur_Y = (blur.r*(1.0/3.0) + blur.g*(1.0/3.0) + blur.b*(1.0/3.0));
// Edge detection
@ -203,7 +202,7 @@ void main()
+ 0.25*(abs(blur-c9) + abs(blur-c10) + abs(blur-c11) + abs(blur-c12)) )*(1.0/3.0);
// Edge detect contrast compression, center = 0.5
edge *= min((0.8+2.7*pow(2, (-7.4*blur_Y))), 3.2);
edge *= min((0.8+2.7*pow(2., (-7.4*blur_Y))), 3.2);
// RGB to greyscale
float c0_Y = CtG(c0);
@ -213,7 +212,7 @@ void main()
CtG(c17), CtG(c18), CtG(c19), CtG(c20), CtG(c21), CtG(c22), CtG(c23), CtG(c24) );
// Partial laplacian outer pixel weighting scheme
float mdiff_c0 = 0.03 + 4*( abs(kernel[0]-kernel[2]) + abs(kernel[0]-kernel[4])
float mdiff_c0 = 0.03 + 4.*( abs(kernel[0]-kernel[2]) + abs(kernel[0]-kernel[4])
+ abs(kernel[0]-kernel[5]) + abs(kernel[0]-kernel[7])
+ 0.25*(abs(kernel[0]-kernel[1]) + abs(kernel[0]-kernel[3])
+ abs(kernel[0]-kernel[6]) + abs(kernel[0]-kernel[8])) );
@ -248,11 +247,11 @@ void main()
+ (kernel[1] + kernel[3] + kernel[6] + kernel[8])
+ ((kernel[9]*weights.x) + (kernel[10]*weights.y)
+ (kernel[11]*weights.z) + (kernel[12]*weights.w)) )
/ (5 + weights.x + weights.y + weights.z + weights.w);
/ (5. + weights.x + weights.y + weights.z + weights.w);
// Compute sharpening magnitude function, x = edge mag, y = laplace operator mag
float sharpen_val = 0.01 + (curve_height/(curveslope*pow(edge, 3.5) + 0.5))
- (curve_height/(8192*pow((edge*2.2), 4.5) + 0.5));
- (curve_height/(8192.*pow((edge*2.2), 4.5) + 0.5));
// Calculate sharpening diff and scale
float sharpdiff = (c0_Y - neg_laplace)*(sharpen_val*0.8);
@ -275,12 +274,12 @@ void main()
}
}
float nmax = max(((kernel[23] + kernel[24])/2), c0_Y);
float nmin = min(((kernel[0] + kernel[1])/2), c0_Y);
float nmax = max(((kernel[23] + kernel[24])/2.), c0_Y);
float nmin = min(((kernel[0] + kernel[1])/2.), c0_Y);
// Calculate tanh scale factor, pos/neg
float nmax_scale = max((1/((nmax - c0_Y) + L_overshoot)), max_scale_lim);
float nmin_scale = max((1/((c0_Y - nmin) + D_overshoot)), max_scale_lim);
float nmax_scale = max((1./((nmax - c0_Y) + L_overshoot)), max_scale_lim);
float nmin_scale = max((1./((c0_Y - nmin) + D_overshoot)), max_scale_lim);
// Soft limit sharpening with tanh, mix to control maximum compression
sharpdiff = mix( (tanh((max(sharpdiff, 0.0))*nmax_scale)/nmax_scale), (max(sharpdiff, 0.0)), L_comp_ratio )

View File

@ -1,5 +1,12 @@
//#version 130
#ifdef GLES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
/*
//#pragma parameter JINC2_WINDOW_SINC "Window Sinc Param" 0.42 0.0 1.0 0.01
//#pragma parameter JINC2_SINC "Sinc Param" 0.92 0.0 1.0 0.01
@ -93,12 +100,6 @@ vec4 resampler(vec4 x)
#define tex2D texture2D
#endif
#ifdef GL_ES
#define PRECISION mediump
#else
#define PRECISION
#endif
IN vec4 VertexCoord;
IN vec4 Color;
@ -107,11 +108,11 @@ OUT vec4 color;
OUT vec2 texCoord;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform PRECISION vec2 OutputSize;
uniform PRECISION vec2 TextureSize;
uniform PRECISION vec2 InputSize;
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;
void main()
{
@ -144,8 +145,8 @@ precision mediump float;
#define PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform PRECISION vec2 OutputSize;
uniform PRECISION vec2 TextureSize;
uniform PRECISION vec2 InputSize;

View File

@ -1,8 +1,9 @@
#version 120
#version 130
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -39,8 +40,8 @@ COMPAT_VARYING vec4 t6;
COMPAT_VARYING vec4 t7;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -96,8 +97,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -125,9 +126,9 @@ float u_weight = 7.0;
float v_weight = 6.0;
mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
mat3 yuv_weighted = mat3(y_weight * yuv[0], u_weight * yuv[1], v_weight * yuv[2]);
vec4 bin = vec4(1.0f, 2.0f, 4.0f, 8.0f);
vec4 maximo = vec4(255.0f, 255.0f, 255.0f, 255.0f);
mat3 yuv_weighted = mat3(14.352, 28.176, 5.472, -1.183, -2.317, 3.493, 2.994, 2.508, -0.4878);
vec4 bin = vec4(1.0, 2.0, 4.0, 8.0);
vec4 maximo = vec4(255.0, 255.0, 255.0, 255.0);
bvec4 _and_(bvec4 A, bvec4 B) {
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);

View File

@ -1,8 +1,9 @@
#version 120
#version 130
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -33,8 +34,8 @@ COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 t1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -84,8 +85,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -105,7 +106,7 @@ COMPAT_VARYING vec4 t1;
#define OriginalSize vec4(OrigTextureSize, 1.0 / OrigTextureSize)
#define Original OrigTexture
mat4x2 sym_vectors = mat4x2(1, 1, 1, -1, -1, -1, -1, 1);
mat4x2 sym_vectors = mat4x2(1., 1., 1., -1., -1., -1., -1., 1.);
float remapFrom01(float v, float high)
{
@ -115,7 +116,7 @@ float remapFrom01(float v, float high)
vec2 unpack_info(float i)
{
vec2 info;
info.x = round(modf(i/2.0f, i));
info.x = round(modf(i/2.0, i));
info.y = i;
return info;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
@ -24,6 +24,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision highp float;
#else
#define COMPAT_PRECISION
#endif
@ -116,8 +117,8 @@ COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -152,8 +153,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
@ -29,6 +29,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -143,8 +144,8 @@ COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -179,8 +180,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -289,7 +290,7 @@ void main()
/* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */
vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1 - edge_strength);
vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength);
/*
P1
@ -302,8 +303,8 @@ void main()
*/
/* Anti-ringing code. */
vec3 min_sample = min4( E, F, H, I ) + (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
vec3 max_sample = max4( E, F, H, I ) - (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
vec3 min_sample = min4( E, F, H, I ) + (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
vec3 max_sample = max4( E, F, H, I ) - (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
color = clamp(color, min_sample, max_sample);

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
@ -29,6 +29,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -117,8 +118,8 @@ COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -155,8 +156,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
@ -29,6 +29,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -120,8 +121,8 @@ COMPAT_VARYING vec4 t4;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -164,8 +165,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
@ -29,6 +29,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -143,8 +144,8 @@ COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -179,8 +180,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -289,7 +290,7 @@ void main()
/* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */
vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1 - edge_strength);
vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength);
/*
P1
@ -302,8 +303,8 @@ void main()
*/
/* Anti-ringing code. */
vec3 min_sample = min4( E, F, H, I ) + (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
vec3 max_sample = max4( E, F, H, I ) - (1-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
vec3 min_sample = min4( E, F, H, I ) + (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
vec3 max_sample = max4( E, F, H, I ) - (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
color = clamp(color, min_sample, max_sample);

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
@ -29,6 +29,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -134,8 +135,8 @@ COMPAT_VARYING vec4 t4;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -179,8 +180,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
@ -29,6 +29,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -134,8 +135,8 @@ COMPAT_VARYING vec4 t4;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -179,8 +180,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
@ -29,6 +29,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -131,8 +132,8 @@ COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -167,8 +168,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
@ -29,6 +29,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -130,8 +131,8 @@ COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -166,8 +167,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
@ -29,6 +29,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -134,8 +135,8 @@ COMPAT_VARYING vec4 t4;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -179,8 +180,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
@ -29,6 +29,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -132,8 +133,8 @@ COMPAT_VARYING vec4 t4;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -177,8 +178,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
@ -29,6 +29,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -116,8 +117,8 @@ COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -154,8 +155,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
@ -29,6 +29,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -120,8 +121,8 @@ COMPAT_VARYING vec4 t4;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -165,8 +166,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;

View File

@ -1,3 +1,11 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
//#pragma parameter XBR_SCALE "xBR Scale" 3.0 1.0 5.0 1.0
#pragma parameter XBR_Y_WEIGHT "Y Weight" 48.0 0.0 100.0 1.0
#pragma parameter XBR_EQ_THRESHOLD "Eq Threshold" 15.0 0.0 50.0 1.0

View File

@ -1,4 +1,4 @@
#version 120
#version 130
/*
Hyllian's xBR-lv3 Shader
@ -30,6 +30,7 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
@ -126,8 +127,8 @@ COMPAT_VARYING vec4 t7;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
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;
@ -179,8 +180,8 @@ precision mediump float;
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
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;