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https://github.com/libretro/glsl-shaders.git
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b266ef2e0f
* add catmull-rom-fast * Add files via upload
183 lines
5.1 KiB
GLSL
183 lines
5.1 KiB
GLSL
#version 110
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/*
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catmull-rom-x Shader
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Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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#define pi 3.1415926535897932384626433
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec4 t1;
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COMPAT_VARYING vec4 t2;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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// compatibility #defines
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float SIZE;
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#else
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#define SIZE 1.0
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#endif
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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vec2 ps = SourceSize.zw;
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float dx = ps.x;
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float dy = ps.y;
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TEX0.xy = TexCoord.xy*1.0001 - vec2(0.5, 0.0)*ps;
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t1 = vec4(TEX0.xy,TEX0.xy) + vec4( -dx, 0.0, 0.0, 0.0);
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t2 = vec4(TEX0.xy,TEX0.xy) + vec4( dx, 0.0, 2.0*dx, 0.0);
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec4 t1;
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COMPAT_VARYING vec4 t2;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float C_ANTI_RINGING;
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#else
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#define C_ANTI_RINGING 1.0
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#endif
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// Catmull-Rom parameters
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const float B = 0.0;
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const float C = 0.5;
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/*
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const mat4 INV = mat4((-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
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(12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
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-(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
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(B + 6.0*C)/6.0, -C, 0.0, 0.0);
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*/
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// precalculated
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const mat4 INV = mat4(-0.5, 1.0, -0.5, 0.0,
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1.5,-2.5, 0.0, 1.0,
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-1.5, 2.0, 0.5, 0.0,
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0.5,-0.5, 0.0, 0.0 );
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void main()
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{
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vec2 fp = fract(vTexCoord*SourceSize.xy);
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vec4 C0 = COMPAT_TEXTURE(Source, t1.xy);
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vec4 C1 = COMPAT_TEXTURE(Source, t1.zw);
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vec4 C2 = COMPAT_TEXTURE(Source, t2.xy);
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vec4 C3 = COMPAT_TEXTURE(Source, t2.zw);
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vec4 Px = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * INV;
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vec4 color = mat4(C0, C1, C2, C3) * Px;
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// Anti-ringing
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if (C_ANTI_RINGING == 1.0)
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{
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vec4 aux = color;
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vec4 min_sample = min(min(C0, C1), min(C2, C3));
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vec4 max_sample = max(max(C0, C1), max(C2, C3));
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3)));
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}
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FragColor = color;
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}
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#endif |