1/* 2 AA shader 4.o / AA shader 4.o - filtro 3 4 Copyright (C) 2014 guest(r) - guest.r@gmail.com 5 6 This program is free software; you can redistribute it and/or 7 modify it under the terms of the GNU General Public License 8 as published by the Free Software Foundation; either version 2 9 of the License, or (at your option) any later version. 10 11 This program is distributed in the hope that it will be useful, 12 but WITHOUT ANY WARRANTY; without even the implied warranty of 13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 14 GNU General Public License for more details. 15 16 You should have received a copy of the GNU General Public License 17 along with this program; if not, write to the Free Software 18 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 19 20*/ 21// Modified as video aware smoothing effect for PPSSPP. 22// Some variable definitions had to be moved inside functions(and so repeated) due to glsl->hlsl auto translation failing. 23// Also auto translation fails with bool uniform, which is why u_video is defined as float. 24 25#ifdef GL_ES 26precision mediump float; 27precision mediump int; 28#endif 29 30uniform sampler2D sampler0; 31uniform float u_video; 32 33 34//=========== 35varying vec2 v_texcoord0; 36 37const vec3 dt = vec3(1.0,1.0,1.0); 38 39vec3 texture2d (vec2 texcoord) { 40 41 float scale = 1.0; 42 if (u_video==1.0){ 43 scale = 2.0; 44 } else { 45 scale = 7.0; 46 } 47 48 vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; 49 vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; 50 51 vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; 52 vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; 53 vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; 54 vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; 55 56 float m1=dot(abs(s00-s22),dt)+0.001; 57 float m2=dot(abs(s02-s20),dt)+0.001; 58 59 return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2); 60} 61vec3 texture2dd (vec2 texcoord) { 62 63 float scale = 1.0; 64 if (u_video==1.0){ 65 scale = 2.0; 66 } else { 67 scale = 7.0; 68 } 69 70 vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; 71 vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; 72 73 vec3 c11 = texture2D(sampler0, texcoord ).xyz; 74 vec3 c00 = texture2D(sampler0, texcoord + xy.zw).xyz; 75 vec3 c20 = texture2D(sampler0, texcoord + xy.xw).xyz; 76 vec3 c22 = texture2D(sampler0, texcoord + xy.xy).xyz; 77 vec3 c02 = texture2D(sampler0, texcoord + xy.zy).xyz; 78 vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; 79 vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; 80 vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; 81 vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; 82 83 float d1=dot(abs(c00-c22),dt)+0.001; 84 float d2=dot(abs(c20-c02),dt)+0.001; 85 float m1=dot(abs(s00-s22),dt)+0.001; 86 float m2=dot(abs(s02-s20),dt)+0.001; 87 88 vec3 t2=(d1*(c20+c02)+d2*(c00+c22))/(2.0*(d1+d2)); 89 90 return 0.25*(c11+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2)); 91} 92 93void main() { 94 95 float scale = 7.0; 96 bool filtro = false; 97 98 if (u_video==1.0){ 99 scale = 2.0; 100 filtro = true; 101 } else { 102 scale = 7.0; 103 filtro = false; 104 } 105 106 // Calculating texel coordinates 107 108 vec2 size = vec2(480.0,272.0)*scale; 109 vec2 inv_size = vec2(1.0/480.0,1.0/272.0)/scale; 110 111 vec2 OGL2Pos = v_texcoord0 * size; 112 vec2 fp = fract(OGL2Pos); 113 vec2 dx = vec2(inv_size.x,0.0); 114 vec2 dy = vec2(0.0, inv_size.y); 115 vec2 g1 = vec2(inv_size.x,inv_size.y); 116 vec2 g2 = vec2(-inv_size.x,inv_size.y); 117 118 vec2 pC4 = floor(OGL2Pos) * inv_size + 0.5*inv_size; 119 120 // Reading the texels 121 vec3 C0 = texture2d(pC4 - g1); 122 vec3 C1 = texture2d(pC4 - dy); 123 vec3 C2 = texture2d(pC4 - g2); 124 vec3 C3 = texture2d(pC4 - dx); 125 vec3 C4 = texture2d(pC4 ); 126 vec3 C5 = texture2d(pC4 + dx); 127 vec3 C6 = texture2d(pC4 + g2); 128 vec3 C7 = texture2d(pC4 + dy); 129 vec3 C8 = texture2d(pC4 + g1); 130 131 vec3 ul, ur, dl, dr; 132 float m1, m2; 133 134 m1 = dot(abs(C0-C4),dt)+0.001; 135 m2 = dot(abs(C1-C3),dt)+0.001; 136 ul = (m2*(C0+C4)+m1*(C1+C3))/(m1+m2); 137 138 m1 = dot(abs(C1-C5),dt)+0.001; 139 m2 = dot(abs(C2-C4),dt)+0.001; 140 ur = (m2*(C1+C5)+m1*(C2+C4))/(m1+m2); 141 142 m1 = dot(abs(C3-C7),dt)+0.001; 143 m2 = dot(abs(C6-C4),dt)+0.001; 144 dl = (m2*(C3+C7)+m1*(C6+C4))/(m1+m2); 145 146 m1 = dot(abs(C4-C8),dt)+0.001; 147 m2 = dot(abs(C5-C7),dt)+0.001; 148 dr = (m2*(C4+C8)+m1*(C5+C7))/(m1+m2); 149 150 vec3 result = vec3(0.5*((dr*fp.x+dl*(1.0-fp.x))*fp.y+(ur*fp.x+ul*(1.0-fp.x))*(1.0-fp.y))); 151 152 if(filtro){ 153 vec3 c11 = 0.5*((dr*fp.x+dl*(1.0-fp.x))*fp.y+(ur*fp.x+ul*(1.0-fp.x))*(1.0-fp.y)); 154 155 inv_size = vec2(2.0/480.0,2.0/272.0)/scale;; 156 157 dx = vec2(inv_size.x,0.0); 158 dy = vec2(0.0,inv_size.y); 159 g1 = vec2( inv_size.x,inv_size.y); 160 g2 = vec2(-inv_size.x,inv_size.y); 161 pC4 = v_texcoord0; 162 163 C0 = texture2dd(pC4-g1); 164 C1 = texture2dd(pC4-dy); 165 C2 = texture2dd(pC4-g2); 166 C3 = texture2dd(pC4-dx); 167 C4 = texture2dd(pC4 ); 168 C5 = texture2dd(pC4+dx); 169 C6 = texture2dd(pC4+g2); 170 C7 = texture2dd(pC4+dy); 171 C8 = texture2dd(pC4+g1); 172 173 vec3 mn1 = min(min(C0,C1),C2); 174 vec3 mn2 = min(min(C3,C4),C5); 175 vec3 mn3 = min(min(C6,C7),C8); 176 vec3 mx1 = max(max(C0,C1),C2); 177 vec3 mx2 = max(max(C3,C4),C5); 178 vec3 mx3 = max(max(C6,C7),C8); 179 180 mn1 = min(min(mn1,mn2),mn3); 181 mx1 = max(max(mx1,mx2),mx3); 182 183 vec3 dif1 = abs(c11-mn1) + 0.0001*dt; 184 vec3 dif2 = abs(c11-mx1) + 0.0001*dt; 185 186 float filterparam = 2.0; 187 188 dif1=vec3(pow(dif1.x,filterparam),pow(dif1.y,filterparam),pow(dif1.z,filterparam)); 189 dif2=vec3(pow(dif2.x,filterparam),pow(dif2.y,filterparam),pow(dif2.z,filterparam)); 190 191 c11.r = (dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x); 192 c11.g = (dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y); 193 c11.b = (dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z); 194 195 result = c11; 196 } 197 198 199 gl_FragColor.xyz=result.xyz; 200 gl_FragColor.a = 1.0; 201} 202