mirror of
https://github.com/libretro/glsl-shaders.git
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168 lines
4.8 KiB
GLSL
168 lines
4.8 KiB
GLSL
/*
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3x3 Median optimized for GeForce 8800
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Morgan McGuire and Kyle Whitson
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Williams College
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Register allocation tips by Victor Huang Xiaohuang
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University of Illinois at Urbana-Champaign
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http://graphics.cs.williams.edu
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Copyright (c) Morgan McGuire and Williams College, 2006
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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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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COMPAT_VARYING vec4 t3;
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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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void main()
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{
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vec4 _oColor;
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vec2 _otexCoord;
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gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
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_oPosition1 = gl_Position;
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_oColor = COLOR;
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_otexCoord = TexCoord.xy;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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vec2 ps = vec2(1.0).xy / TextureSize.xy;
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float dx = ps.x;
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float dy = ps.y;
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t1 = TEX0.xxxy + vec4(-dx, 0, dx, -dy);
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t2 = TEX0.xxxy + vec4(-dx, 0, dx, 0);
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t3 = TEX0.xxxy + vec4(-dx, 0, dx, dy);
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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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//standard texture sample looks like this: COMPAT_TEXTURE(Texture, TEX0.xy);
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COMPAT_VARYING vec4 t1;
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COMPAT_VARYING vec4 t2;
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COMPAT_VARYING vec4 t3;
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#define s2(a, b) temp = a; a = min(a, b); b = max(temp, b);
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#define mn3(a, b, c) s2(a, b); s2(a, c);
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#define mx3(a, b, c) s2(b, c); s2(a, c);
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#define mnmx3(a, b, c) mx3(a, b, c); s2(a, b); // 3 exchanges
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#define mnmx4(a, b, c, d) s2(a, b); s2(c, d); s2(a, c); s2(b, d); // 4 exchanges
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#define mnmx5(a, b, c, d, e) s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e); // 6 exchanges
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#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges
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void main()
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{
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vec3 v[6];
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v[0] = COMPAT_TEXTURE(Texture, t1.xw).rgb;
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v[1] = COMPAT_TEXTURE(Texture, t1.yw).rgb;
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v[2] = COMPAT_TEXTURE(Texture, t1.zw).rgb;
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v[3] = COMPAT_TEXTURE(Texture, t2.xw).rgb;
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v[4] = COMPAT_TEXTURE(Texture, t2.yw).rgb;
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v[5] = COMPAT_TEXTURE(Texture, t2.zw).rgb;
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// Starting with a subset of size 6, remove the min and max each time
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vec3 temp;
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mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
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v[5] = COMPAT_TEXTURE(Texture, t3.xw).rgb;
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mnmx5(v[1], v[2], v[3], v[4], v[5]);
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v[5] = COMPAT_TEXTURE(Texture, t3.yw).rgb;
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mnmx4(v[2], v[3], v[4], v[5]);
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v[5] = COMPAT_TEXTURE(Texture, t3.zw).rgb;
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mnmx3(v[3], v[4], v[5]);
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FragColor = vec4(v[4], 1.0);
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}
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#endif
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