Add 2xsal-level2-xbr shader and presets

Port of old Cg shaders from guest's. Presets renamed to reflect better the shader chain.
This commit is contained in:
Hyllian 2024-04-10 16:04:03 -03:00
parent 8a8cb9795d
commit fc856cae0a
5 changed files with 239 additions and 0 deletions

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/*
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.
*/
#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;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(c) mix(c)
#define mul(a,b) (b*a)
#define fmod(c) mod(c)
#define frac(c) fract(c)
#define tex2D(a,b) COMPAT_TEXTURE(a,b)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float2x3 mat2x3
#define float3x3 mat3x3
#define float4x4 mat4x4
#define float4x2 mat4x2
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy * 1.00001;
}
#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 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;
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
#define AAOFFSET 1.0
void main()
{
float2 texsize = SourceSize.xy;
float dx = AAOFFSET/texsize.x;
float dy = AAOFFSET/texsize.y;
float3 dt = float3(1.0, 1.0, 1.0);
float4 yx = float4( dx, dy, -dx, -dy);
float4 xh = yx*float4(3.0,1.0,3.0,1.0);
float4 yv = yx*float4(1.0,3.0,1.0,3.0);
float3 c11 = COMPAT_TEXTURE(Source, vTexCoord ).xyz;
float3 s00 = COMPAT_TEXTURE(Source, vTexCoord + yx.zw).xyz;
float3 s20 = COMPAT_TEXTURE(Source, vTexCoord + yx.xw).xyz;
float3 s22 = COMPAT_TEXTURE(Source, vTexCoord + yx.xy).xyz;
float3 s02 = COMPAT_TEXTURE(Source, vTexCoord + yx.zy).xyz;
float3 h00 = COMPAT_TEXTURE(Source, vTexCoord + xh.zw).xyz;
float3 h20 = COMPAT_TEXTURE(Source, vTexCoord + xh.xw).xyz;
float3 h22 = COMPAT_TEXTURE(Source, vTexCoord + xh.xy).xyz;
float3 h02 = COMPAT_TEXTURE(Source, vTexCoord + xh.zy).xyz;
float3 v00 = COMPAT_TEXTURE(Source, vTexCoord + yv.zw).xyz;
float3 v20 = COMPAT_TEXTURE(Source, vTexCoord + yv.xw).xyz;
float3 v22 = COMPAT_TEXTURE(Source, vTexCoord + yv.xy).xyz;
float3 v02 = COMPAT_TEXTURE(Source, vTexCoord + yv.zy).xyz;
float m1=1.0/(dot(abs(s00-s22),dt)+0.00001);
float m2=1.0/(dot(abs(s02-s20),dt)+0.00001);
float h1=1.0/(dot(abs(s00-h22),dt)+0.00001);
float h2=1.0/(dot(abs(s02-h20),dt)+0.00001);
float h3=1.0/(dot(abs(h00-s22),dt)+0.00001);
float h4=1.0/(dot(abs(h02-s20),dt)+0.00001);
float v1=1.0/(dot(abs(s00-v22),dt)+0.00001);
float v2=1.0/(dot(abs(s02-v20),dt)+0.00001);
float v3=1.0/(dot(abs(v00-s22),dt)+0.00001);
float v4=1.0/(dot(abs(v02-s20),dt)+0.00001);
float3 t1 = 0.5*(m1*(s00+s22)+m2*(s02+s20))/(m1+m2);
float3 t2 = 0.5*(h1*(s00+h22)+h2*(s02+h20)+h3*(h00+s22)+h4*(h02+s20))/(h1+h2+h3+h4);
float3 t3 = 0.5*(v1*(s00+v22)+v2*(s02+v20)+v3*(v00+s22)+v4*(v02+s20))/(v1+v2+v3+v4);
float k1 = 1.0/(dot(abs(t1-c11),dt)+0.00001);
float k2 = 1.0/(dot(abs(t2-c11),dt)+0.00001);
float k3 = 1.0/(dot(abs(t3-c11),dt)+0.00001);
FragColor = float4((k1*t1 + k2*t2 + k3*t3)/(k1+k2+k3),1.0);
}
#endif

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shaders = 3
shader0 = ../xbr/shaders/xbr-lv3.glsl
filter_linear0 = false
scale_type0 = source
scale0 = 4.0
shader1 = shaders/2xsal-level2-xbr.glsl
filter_linear1 = true
scale_type1 = source
scale1 = 1.0
shader2 = ../anti-aliasing/shaders/aa-shader-4.0.glsl
filter_linear2 = false
scale_type2 = viewport
scale2 = 1.0
parameters = "INTERNAL_RES;AAOFFSET"
INTERNAL_RES = 2.0
AAOFFSET = 0.675

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shaders = 3
shader0 = ../xbr/shaders/xbr-lv3.glsl
filter_linear0 = false
scale_type0 = source
scale0 = 5.0
shader1 = shaders/2xsal-level2-xbr.glsl
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
shader2 = ../anti-aliasing/shaders/aa-shader-4.0.glsl
filter_linear2 = false
scale_type2 = viewport
scale2 = 1.0
parameters = "INTERNAL_RES"
INTERNAL_RES = 2.0

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shaders = 2
shader0 = ../xbr/shaders/xbr-lv3.glsl
filter_linear0 = false
scale_type0 = source
scale0 = 5.0
shader1 = ../anti-aliasing/shaders/aa-shader-4.0.glsl
filter_linear1 = false
scale_type1 = viewport
scale1 = 1.0
parameters = "INTERNAL_RES"
INTERNAL_RES = 4.0

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shaders = 2
shader0 = ../xbr/shaders/xbr-lv3.glsl
filter_linear0 = false
scale_type0 = source
scale0 = 4.0
shader1 = ../anti-aliasing/shaders/aa-shader-4.0.glsl
filter_linear1 = false
scale_type1 = viewport
scale1 = 1.0
parameters = "INTERNAL_RES"
INTERNAL_RES = 4.0