Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #version 130
- /*
- Hyllian's xBR-lv3 Shader
- Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
- */
- // Parameter lines go here:
- #pragma parameter XBR_Y_WEIGHT "Y Weight" 48.0 0.0 100.0 1.0
- #pragma parameter XBR_EQ_THRESHOLD "EQ Threshold" 10.0 0.0 50.0 1.0
- #pragma parameter XBR_EQ_THRESHOLD2 "EQ Threshold 2" 2.0 0.0 4.0 1.0
- #pragma parameter XBR_LV2_COEFFICIENT "Lv2 Coefficient" 2.0 1.0 3.0 1.0
- #pragma parameter corner_type "Corner Calculation" 3.0 1.0 3.0 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
- #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;
- COMPAT_VARYING vec4 t7;
- vec4 _oPosition1;
- 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;
- vec2 ps = vec2(1.0) / TextureSize.xy;
- float dx = ps.x;
- float dy = ps.y;
- // A1 B1 C1
- // A0 A B C C4
- // D0 D E F F4
- // G0 G H I I4
- // G5 H5 I5
- t1 = TEX0.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
- t2 = TEX0.xxxy + vec4( -dx, 0, dx, -dy); // A B C
- t3 = TEX0.xxxy + vec4( -dx, 0, dx, 0); // D E F
- t4 = TEX0.xxxy + vec4( -dx, 0, dx, dy); // G H I
- t5 = TEX0.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
- t6 = TEX0.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
- t7 = TEX0.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
- }
- #elif defined(FRAGMENT)
- #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
- #if __VERSION__ >= 130
- #define COMPAT_VARYING in
- #define COMPAT_TEXTURE texture
- out COMPAT_PRECISION vec4 FragColor;
- #else
- #define COMPAT_VARYING varying
- #define FragColor gl_FragColor
- #define COMPAT_TEXTURE texture2D
- #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;
- COMPAT_VARYING vec4 t7;
- // compatibility #defines
- #define Source Texture
- #define vTexCoord TEX0.xy
- #define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
- #define OutputSize vec4(OutputSize, 1.0 / OutputSize)
- #ifdef PARAMETER_UNIFORM
- uniform COMPAT_PRECISION float XBR_Y_WEIGHT;
- uniform COMPAT_PRECISION float XBR_EQ_THRESHOLD;
- uniform COMPAT_PRECISION float XBR_EQ_THRESHOLD2;
- uniform COMPAT_PRECISION float XBR_LV2_COEFFICIENT;
- uniform COMPAT_PRECISION float corner_type;
- #else
- #define XBR_Y_WEIGHT 48.0
- #define XBR_EQ_THRESHOLD 10.0
- #define XBR_EQ_THRESHOLD2 2.0
- #define XBR_LV2_COEFFICIENT 2.0
- #define corner_type 3.0
- #endif
- const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
- const vec4 delta = vec4(0.4, 0.4, 0.4, 0.4);
- vec4 df(vec4 A, vec4 B)
- {
- return vec4(abs(A-B));
- }
- float c_df(vec3 c1, vec3 c2) {
- vec3 df = abs(c1 - c2);
- return df.r + df.g + df.b;
- }
- bvec4 eq(vec4 A, vec4 B)
- {
- return lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD));
- }
- bvec4 eq2(vec4 A, vec4 B)
- {
- return lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD2));
- }
- bvec4 and(bvec4 A, bvec4 B)
- {
- return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
- }
- bvec4 or(bvec4 A, bvec4 B)
- {
- return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
- }
- vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
- {
- return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
- }
- void main()
- {
- bvec4 edr, edr_left, edr_up, edr3_left, edr3_up, px; // px = pixel, edr = edge detection rule
- bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
- bvec4 interp_restriction_lv3_left, interp_restriction_lv3_up;
- bvec4 nc, nc30, nc60, nc45, nc15, nc75; // new_color
- vec4 fx, fx_left, fx_up, finalfx, fx3_left, fx3_up; // inequations of straight lines.
- vec3 res1, res2, pix1, pix2;
- float blend1, blend2;
- vec2 fp = fract(vTexCoord * SourceSize.xy);
- vec3 A1 = COMPAT_TEXTURE(Texture, t1.xw).rgb;
- vec3 B1 = COMPAT_TEXTURE(Texture, t1.yw).rgb;
- vec3 C1 = COMPAT_TEXTURE(Texture, t1.zw).rgb;
- vec3 A = COMPAT_TEXTURE(Texture, t2.xw).rgb;
- vec3 B = COMPAT_TEXTURE(Texture, t2.yw).rgb;
- vec3 C = COMPAT_TEXTURE(Texture, t2.zw).rgb;
- vec3 D = COMPAT_TEXTURE(Texture, t3.xw).rgb;
- vec3 E = COMPAT_TEXTURE(Texture, t3.yw).rgb;
- vec3 F = COMPAT_TEXTURE(Texture, t3.zw).rgb;
- vec3 G = COMPAT_TEXTURE(Texture, t4.xw).rgb;
- vec3 H = COMPAT_TEXTURE(Texture, t4.yw).rgb;
- vec3 I = COMPAT_TEXTURE(Texture, t4.zw).rgb;
- vec3 G5 = COMPAT_TEXTURE(Texture, t5.xw).rgb;
- vec3 H5 = COMPAT_TEXTURE(Texture, t5.yw).rgb;
- vec3 I5 = COMPAT_TEXTURE(Texture, t5.zw).rgb;
- vec3 A0 = COMPAT_TEXTURE(Texture, t6.xy).rgb;
- vec3 D0 = COMPAT_TEXTURE(Texture, t6.xz).rgb;
- vec3 G0 = COMPAT_TEXTURE(Texture, t6.xw).rgb;
- vec3 C4 = COMPAT_TEXTURE(Texture, t7.xy).rgb;
- vec3 F4 = COMPAT_TEXTURE(Texture, t7.xz).rgb;
- vec3 I4 = COMPAT_TEXTURE(Texture, t7.xw).rgb;
- vec4 b = ((XBR_Y_WEIGHT * yuv[0]) * mat4x3(B, D, H, F));
- vec4 c = ((XBR_Y_WEIGHT * yuv[0]) * mat4x3(C, A, G, I));
- vec4 e = ((XBR_Y_WEIGHT * yuv[0]) * mat4x3(E, E, E, E));
- vec4 d = b.yzwx;
- vec4 f = b.wxyz;
- vec4 g = c.zwxy;
- vec4 h = b.zwxy;
- vec4 i = c.wxyz;
- vec4 i4 = ((XBR_Y_WEIGHT*yuv[0]) * mat4x3(I4, C1, A0, G5));
- vec4 i5 = ((XBR_Y_WEIGHT*yuv[0]) * mat4x3(I5, C4, A1, G0));
- vec4 h5 = ((XBR_Y_WEIGHT*yuv[0]) * mat4x3(H5, F4, B1, D0));
- vec4 f4 = h5.yzwx;
- vec4 c1 = i4.yzwx;
- vec4 g0 = i5.wxyz;
- vec4 b1 = h5.zwxy;
- vec4 d0 = h5.wxyz;
- vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
- vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
- vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
- vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
- vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
- vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
- vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
- vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
- vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
- vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
- vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
- vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
- vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
- vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
- vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
- fx = (Ao*fp.y+Bo*fp.x);
- fx_left = (Ax*fp.y+Bx*fp.x);
- fx_up = (Ay*fp.y+By*fp.x);
- fx3_left= (Az*fp.y+Bz*fp.x);
- fx3_up = (Aw*fp.y+Bw*fp.x);
- // It uses CORNER_C if none of the others are defined.
- if(corner_type == 1.0)
- {interp_restriction_lv1 = and(notEqual(e, f), notEqual(e, h));}
- else if(corner_type == 2.0)
- {interp_restriction_lv1 = and(and(notEqual(e,f) , notEqual(e,h)) ,
- ( or(or(and(and(or(and(not(eq(f,b)) , not(eq(h,d))) ,
- eq(e,i)) , not(eq(f,i4))) , not(eq(h,i5))) , eq(e,g)) , eq(e,c)) ) );}
- //commenting this one out because something got broken
- /*else if(corner_type == 6.0)
- {interp_restriction_lv1 = and(and(and(notEqual(e,f) , notEqual(e,h)) ,
- ( or(or(and(and(or(and(not(eq(f,b)) , not(eq(h,d))) ,
- eq(e,i)) , not(eq(f,i4))) , not(eq(h,i5))) , eq(e,g)) ,
- eq(e,c)) )) , (and(or(or(or(or(and(notEqual(f,f4) , notEqual(f,i)) ,
- and(notEqual(h,h5) , notEqual(h,i))) , notEqual(h,g)) , notEqual(f,c)) ,
- eq(b,c1)) , eq(d,g0))));} */
- else
- {interp_restriction_lv1 = and(and(notEqual(e, f), notEqual(e, h)),
- or(or(and(not(eq(f,b)), not(eq(f,c))),
- and(not(eq(h,d)), not(eq(h,g)))),
- or(and(eq(e,i), or(and(not(eq(f,f4)), not(eq(f,i4))),
- and(not(eq(h,h5)), not(eq(h,i5))))),
- or(eq(e,g), eq(e,c)))));}
- interp_restriction_lv2_left = and(notEqual(e, g), notEqual(d, g));
- interp_restriction_lv2_up = and(notEqual(e, c), notEqual(b, c));
- interp_restriction_lv3_left = and(eq2(g,g0), not(eq2(d0,g0)));
- interp_restriction_lv3_up = and(eq2(c,c1), not(eq2(b1,c1)));
- vec4 fx45 = smoothstep(Co - delta, Co + delta, fx);
- vec4 fx30 = smoothstep(Cx - delta, Cx + delta, fx_left);
- vec4 fx60 = smoothstep(Cy - delta, Cy + delta, fx_up);
- vec4 fx15 = smoothstep(Cz - delta, Cz + delta, fx3_left);
- vec4 fx75 = smoothstep(Cw - delta, Cw + delta, fx3_up);
- edr = and(lessThan(weighted_distance( e, c, g, i, h5, f4, h, f), weighted_distance( h, d, i5, f, i4, b, e, i)), interp_restriction_lv1);
- edr_left = and(lessThanEqual((XBR_LV2_COEFFICIENT*df(f,g)), df(h,c)), interp_restriction_lv2_left);
- edr_up = and(greaterThanEqual(df(f,g), (XBR_LV2_COEFFICIENT*df(h,c))), interp_restriction_lv2_up);
- edr3_left = interp_restriction_lv3_left;
- edr3_up = interp_restriction_lv3_up;
- nc45 = and(edr, bvec4(fx45));
- nc30 = and(edr, and(edr_left, bvec4(fx30)));
- nc60 = and(edr, and(edr_up, bvec4(fx60)));
- nc15 = and(and(edr, edr_left), and(edr3_left, bvec4(fx15)));
- nc75 = and(and(edr, edr_up), and(edr3_up, bvec4(fx75)));
- px = lessThanEqual(df(e, f), df(e, h));
- nc = bvec4(nc75.x || nc15.x || nc30.x || nc60.x || nc45.x, nc75.y || nc15.y || nc30.y || nc60.y || nc45.y, nc75.z || nc15.z || nc30.z || nc60.z || nc45.z, nc75.w || nc15.w || nc30.w || nc60.w || nc45.w);
- vec4 final45 = vec4(nc45) * fx45;
- vec4 final30 = vec4(nc30) * fx30;
- vec4 final60 = vec4(nc60) * fx60;
- vec4 final15 = vec4(nc15) * fx15;
- vec4 final75 = vec4(nc75) * fx75;
- vec4 maximo = max(max(max(final15, final75),max(final30, final60)), final45);
- if (nc.x) {pix1 = px.x ? F : H; blend1 = maximo.x;}
- else if (nc.y) {pix1 = px.y ? B : F; blend1 = maximo.y;}
- else if (nc.z) {pix1 = px.z ? D : B; blend1 = maximo.z;}
- else if (nc.w) {pix1 = px.w ? H : D; blend1 = maximo.w;}
- if (nc.w) {pix2 = px.w ? H : D; blend2 = maximo.w;}
- else if (nc.z) {pix2 = px.z ? D : B; blend2 = maximo.z;}
- else if (nc.y) {pix2 = px.y ? B : F; blend2 = maximo.y;}
- else if (nc.x) {pix2 = px.x ? F : H; blend2 = maximo.x;}
- res1 = mix(E, pix1, blend1);
- res2 = mix(E, pix2, blend2);
- vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2)));
- FragColor = vec4(res, 1.0);
- }
- #endif
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement