mirror of
https://github.com/libretro/glsl-shaders.git
synced 2025-02-17 05:27:51 +00:00
add a couple of SimoneT's shaders
This commit is contained in:
parent
d4d447a354
commit
e6d6578481
4
deblur/sedi.glslp
Normal file
4
deblur/sedi.glslp
Normal file
@ -0,0 +1,4 @@
|
||||
shaders = 1
|
||||
|
||||
shader0 = shaders/sedi-v1.0.glsl
|
||||
filter_linear0 = true
|
492
deblur/shaders/3d-2d-mixed.glsl
Normal file
492
deblur/shaders/3d-2d-mixed.glsl
Normal file
@ -0,0 +1,492 @@
|
||||
/*
|
||||
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
|
223
deblur/shaders/sedi-v1.0.glsl
Normal file
223
deblur/shaders/sedi-v1.0.glsl
Normal file
@ -0,0 +1,223 @@
|
||||
/*
|
||||
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
|
4
deblur/simoneT-3d-2d-mixed.glslp
Normal file
4
deblur/simoneT-3d-2d-mixed.glslp
Normal file
@ -0,0 +1,4 @@
|
||||
shaders = 1
|
||||
|
||||
shader0 = shaders/3d-2d-mixed.glsl
|
||||
filter_linear0 = true
|
Loading…
x
Reference in New Issue
Block a user