add a couple of SimoneT's shaders

This commit is contained in:
hunterk 2017-04-16 22:24:04 -05:00
parent d4d447a354
commit e6d6578481
4 changed files with 723 additions and 0 deletions

4
deblur/sedi.glslp Normal file
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shaders = 1
shader0 = shaders/sedi-v1.0.glsl
filter_linear0 = true

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/*
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
#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 TWO_D_SCALE;
uniform COMPAT_PRECISION float THREE_D_SCALE;
#else
#define TWO_D_SCALE 2.0
#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;
// 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;
// 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)
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 );
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 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);
}
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;
}
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);
}
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(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 = 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);
}
// 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()
{
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 ) ? (deBlur(STAA2D( vTexCoord.xy, Size2D ), vTexCoord.xy)):
( STAA3D( vTexCoord.xy, Size3D ));
FragColor = vec4(c11, 1.0);
}
#endif

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/*
Simple Edge Directed Interpolation (SEDI) v1.0
Copyright (C) 2017 SimoneT - simone1tarditi@gmail.com
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 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);
}
#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)
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(C4,mn1) + 0.00001;
float dif2 = Cdistance(C4,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

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@ -0,0 +1,4 @@
shaders = 1
shader0 = shaders/3d-2d-mixed.glsl
filter_linear0 = true