glsl-shaders/cubic/shaders/spline16-x.glsl
metallic77 88d1c3f59c
fix for GL_ES 2.0 (#232)
* fix for GL_ES 2.0

* fix for GL_ES 2.0

* improve mono mode

* Update zfast_crt_composite.glsl

* Update zfast_crt_composite.glsl

* Update zfast_crt_composite.glsl

* Update CRT-Beam.glsl

* Update fake-CRT-Geom.glsl
2023-06-18 15:31:58 -05:00

183 lines
4.3 KiB
GLSL

/*
Copyright (C) 2010 Team XBMC
http://www.xbmc.org
Copyright (C) 2011 Stefanos A.
http://www.opentk.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, 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 XBMC; see the file COPYING. If not, write to
the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
http://www.gnu.org/copyleft/gpl.html
*/
#pragma parameter S16_ANTI_RINGING "Spline16 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
#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
precision COMPAT_PRECISION float;
#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;
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 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;
// 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)
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float S16_ANTI_RINGING;
#else
#define S16_ANTI_RINGING 1.0
#endif
float weight(float x)
{
x = abs(x);
if (x < 1.0)
{
return
(
((x - 9.0 / 5.0) * x - 1.0 / 5.0 ) * x + 1.0
);
}
else if ((x >= 1.0) && (x < 2.0))
{
return
(
(( -1.0 / 3.0 * (x - 1.0) + 4.0 / 5.0 ) * (x - 1.0) - 7.0 / 15.0 ) * (x - 1.0)
);
}
else
{
return 0.0;
}
}
vec4 weight4(float x)
{
return vec4(
weight(x - 2.0),
weight(x - 1.0),
weight(x),
weight(x + 1.0)
);
}
void main()
{
vec2 ps = SourceSize.zw;
vec2 pos = vTexCoord.xy + ps * vec2(0.5, 0.0);
vec2 fp = fract(pos / ps);
vec2 xystart = (-1.5 - fp) * ps + pos;
float ypos = xystart.y + ps.y * 2.0;
vec4 C0 = COMPAT_TEXTURE(Source, vec2(xystart.x , ypos));
vec4 C1 = COMPAT_TEXTURE(Source, vec2(xystart.x + ps.x , ypos));
vec4 C2 = COMPAT_TEXTURE(Source, vec2(xystart.x + ps.x * 2.0, ypos));
vec4 C3 = COMPAT_TEXTURE(Source, vec2(xystart.x + ps.x * 3.0, ypos));
vec4 w = weight4(1.0 - fp.x);
float sum = dot( w, vec4(1.0));
w /= sum;
vec4 color = mat4( C0, C1, C2, C3 ) * w;
// Anti-ringing
if (S16_ANTI_RINGING == 1.0)
{
vec3 aux = color.rgb;
vec3 min_sample = min(min(C0.rgb, C1.rgb), min(C2.rgb, C3.rgb));
vec3 max_sample = max(max(C0.rgb, C1.rgb), max(C2.rgb, C3.rgb));
color.rgb = clamp(color.rgb, min_sample, max_sample);
color.rgb = mix(aux, color.rgb, step(0.0, (C0.rgb-C1.rgb)*(C2.rgb-C3.rgb)));
}
FragColor = color;
}
#endif