glsl-shaders/xsoft/shaders/4xsoft.glsl
2017-10-16 21:08:58 -05:00

190 lines
5.6 KiB
GLSL

/*
Copyright (C) 2007 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.
*/
/*
The 4xSoft shader processes a gfx. surface and redraws it 4x finer.
Note: set scaler to normal2x.
*/
// Parameter lines go here:
#pragma parameter RESOLUTION_X "4xSoft Input Resolution X" 0.0 0.0 1920.0 1.0
#pragma parameter RESOLUTION_Y "4xSoft Input Resolution Y" 0.0 0.0 1920.0 1.0
#pragma parameter CONTRAST "4xSoft Contrast" 3.0 0.0 10.0 0.1
#define RESOLUTION_X_DEF SourceSize.x
#define RESOLUTION_Y_DEF SourceSize.y
#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;
COMPAT_VARYING vec4 t1;
COMPAT_VARYING vec4 t2;
COMPAT_VARYING vec4 t3;
COMPAT_VARYING vec4 t4;
COMPAT_VARYING vec4 t5;
COMPAT_VARYING vec4 t6;
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;
// 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)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float RESOLUTION_X;
uniform COMPAT_PRECISION float RESOLUTION_Y;
uniform COMPAT_PRECISION float CONTRAST;
#else
#define RESOLUTION_X 0.0
#define RESOLUTION_Y 0.0
#define CONTRAST 3.0
#endif
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
/* messy I know but we need to make it possible to have it default to input resolution x/y in case RESOLUTION_X is 0.0 */
vec2 ps = vec2(1.0/((RESOLUTION_X == 0.) ? RESOLUTION_X_DEF : RESOLUTION_X), 1.0/((RESOLUTION_Y == 0.) ? RESOLUTION_Y_DEF : RESOLUTION_Y));
float dx = ps.x;
float dy = ps.y;
float sx = ps.x * 0.5;
float sy = ps.y * 0.5;
t1 = vec4(vTexCoord,vTexCoord) + vec4(-dx, -dy, dx, -dy); // outer diag. texels
t2 = vec4(vTexCoord,vTexCoord) + vec4(dx, dy, -dx, dy);
t3 = vec4(vTexCoord,vTexCoord) + vec4(-sx, -sy, sx, -sy); // inner diag. texels
t4 = vec4(vTexCoord,vTexCoord) + vec4(sx, sy, -sx, sy);
t5 = vec4(vTexCoord,vTexCoord) + vec4(-dx, 0, dx, 0); // inner hor/vert texels
t6 = vec4(vTexCoord,vTexCoord) + vec4(0, -dy, 0, dy);
}
#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;
COMPAT_VARYING vec4 t1;
COMPAT_VARYING vec4 t2;
COMPAT_VARYING vec4 t3;
COMPAT_VARYING vec4 t4;
COMPAT_VARYING vec4 t5;
COMPAT_VARYING vec4 t6;
// 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)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float RESOLUTION_X;
uniform COMPAT_PRECISION float RESOLUTION_Y;
uniform COMPAT_PRECISION float CONTRAST;
#endif
const vec3 dt = vec3(1.0, 1.0, 1.0);
void main()
{
vec3 c11 = COMPAT_TEXTURE(Source, vTexCoord).xyz;
vec3 c00 = COMPAT_TEXTURE(Source, t1.xy).xyz;
vec3 c20 = COMPAT_TEXTURE(Source, t1.zw).xyz;
vec3 c22 = COMPAT_TEXTURE(Source, t2.xy).xyz;
vec3 c02 = COMPAT_TEXTURE(Source, t2.zw).xyz;
vec3 s00 = COMPAT_TEXTURE(Source, t3.xy).xyz;
vec3 s20 = COMPAT_TEXTURE(Source, t3.zw).xyz;
vec3 s22 = COMPAT_TEXTURE(Source, t4.xy).xyz;
vec3 s02 = COMPAT_TEXTURE(Source, t4.zw).xyz;
vec3 c01 = COMPAT_TEXTURE(Source, t5.xy).xyz;
vec3 c21 = COMPAT_TEXTURE(Source, t5.zw).xyz;
vec3 c10 = COMPAT_TEXTURE(Source, t6.xy).xyz;
vec3 c12 = COMPAT_TEXTURE(Source, t6.zw).xyz;
float d1=dot(abs(c00-c22),dt)+0.0001;
float d2=dot(abs(c20-c02),dt)+0.0001;
float hl=dot(abs(c01-c21),dt)+0.0001;
float vl=dot(abs(c10-c12),dt)+0.0001;
float m1=dot(abs(s00-s22),dt)+0.001;
float m2=dot(abs(s02-s20),dt)+0.001;
vec3 t1=(hl*(c10+c12)+vl*(c01+c21)+(hl+vl)*c11)/(CONTRAST *(hl+vl));
vec3 t2=(d1*(c20+c02)+d2*(c00+c22)+(d1+d2)*c11)/(CONTRAST *(d1+d2));
FragColor = vec4(0.25*(t1+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2)),1.0);
}
#endif