1#version 450
2
3// xBRZ freescale
4// based on :
5
6/*
7   Hyllian's xBR-vertex code and texel mapping
8
9   Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
10
11   Permission is hereby granted, free of charge, to any person obtaining a copy
12   of this software and associated documentation files (the "Software"), to deal
13   in the Software without restriction, including without limitation the rights
14   to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
15   copies of the Software, and to permit persons to whom the Software is
16   furnished to do so, subject to the following conditions:
17
18   The above copyright notice and this permission notice shall be included in
19   all copies or substantial portions of the Software.
20
21   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
22   IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
23   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
24   AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
25   LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
26   OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
27   THE SOFTWARE.
28
29*/
30
31// This shader also uses code and/or concepts from xBRZ as it appears
32// in the Desmume source code. The license for which is as follows:
33
34// ****************************************************************************
35// * This file is part of the HqMAME project. It is distributed under         *
36// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0          *
37// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved          *
38// *                                                                          *
39// * Additionally and as a special exception, the author gives permission     *
40// * to link the code of this program with the MAME library (or with modified *
41// * versions of MAME that use the same license as MAME), and distribute      *
42// * linked combinations including the two. You must obey the GNU General     *
43// * Public License in all respects for all of the code used other than MAME. *
44// * If you modify this file, you may extend this exception to your version   *
45// * of the file, but you are not obligated to do so. If you do not wish to   *
46// * do so, delete this exception statement from your version.                *
47// ****************************************************************************
48
49#define BLEND_NONE 0
50#define BLEND_NORMAL 1
51#define BLEND_DOMINANT 2
52#define LUMINANCE_WEIGHT 1.0
53#define EQUAL_COLOR_TOLERANCE 30.0/255.0
54#define STEEP_DIRECTION_THRESHOLD 2.2
55#define DOMINANT_DIRECTION_THRESHOLD 3.6
56
57float DistYCbCr(vec3 pixA, vec3 pixB)
58{
59  const vec3 w = vec3(0.2627, 0.6780, 0.0593);
60  const float scaleB = 0.5 / (1.0 - w.b);
61  const float scaleR = 0.5 / (1.0 - w.r);
62  vec3 diff = pixA - pixB;
63  float Y = dot(diff.rgb, w);
64  float Cb = scaleB * (diff.b - Y);
65  float Cr = scaleR * (diff.r - Y);
66
67  return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
68}
69
70bool IsPixEqual(const vec3 pixA, const vec3 pixB)
71{
72  return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
73}
74
75float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
76{
77  vec2 P0 = center - origin;
78  vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
79  vec2 distv = P0 - proj;
80  vec2 orth = vec2(-direction.y, direction.x);
81  float side = sign(dot(P0, orth));
82  float v = side * length(distv * scale);
83
84//  return step(0, v);
85  return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
86}
87
88layout(push_constant) uniform Push
89{
90	vec4 SourceSize;
91	vec4 OutputSize;
92} params;
93
94layout(std140, set = 0, binding = 0) uniform UBO
95{
96	mat4 MVP;
97} global;
98
99#pragma stage vertex
100layout(location = 0) in vec4 Position;
101layout(location = 1) in vec2 TexCoord;
102layout(location = 0) out vec2 vTexCoord;
103
104void main()
105{
106   gl_Position = global.MVP * Position;
107   vTexCoord = TexCoord;
108}
109
110#pragma stage fragment
111layout(location = 0) in vec2 vTexCoord;
112layout(location = 0) out vec4 FragColor;
113layout(set = 0, binding = 2) uniform sampler2D Source;
114
115
116#define eq(a,b)  (a == b)
117#define neq(a,b) (a != b)
118
119#define P(x,y) texture(Source, coord + params.SourceSize.zw * vec2(x, y)).rgb
120
121void main()
122{
123
124  //---------------------------------------
125  // Input Pixel Mapping:  -|x|x|x|-
126  //                       x|A|B|C|x
127  //                       x|D|E|F|x
128  //                       x|G|H|I|x
129  //                       -|x|x|x|-
130
131  vec2 pos = fract(vTexCoord * params.SourceSize.xy) - vec2(0.5, 0.5);
132  vec2 coord = vTexCoord - pos * params.SourceSize.zw;
133
134  vec3 A = P(-1,-1);
135  vec3 B = P( 0,-1);
136  vec3 C = P( 1,-1);
137  vec3 D = P(-1, 0);
138  vec3 E = P( 0, 0);
139  vec3 F = P( 1, 0);
140  vec3 G = P(-1, 1);
141  vec3 H = P( 0, 1);
142  vec3 I = P( 1, 1);
143
144  // blendResult Mapping: x|y|
145  //                      w|z|
146  ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
147
148  // Preprocess corners
149  // Pixel Tap Mapping: -|-|-|-|-
150  //                    -|-|B|C|-
151  //                    -|D|E|F|x
152  //                    -|G|H|I|x
153  //                    -|-|x|x|-
154  if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
155  {
156    float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0,2), I) + DistYCbCr(I, P(2,0)) + (4.0 * DistYCbCr(H, F));
157    float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(2,1)) + (4.0 * DistYCbCr(E, I));
158    bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
159    blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
160  }
161
162
163  // Pixel Tap Mapping: -|-|-|-|-
164  //                    -|A|B|-|-
165  //                    x|D|E|F|-
166  //                    x|G|H|I|-
167  //                    -|x|x|-|-
168  if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
169  {
170    float dist_G_E = DistYCbCr(P(-2,1)  , D) + DistYCbCr(D, B) + DistYCbCr(P(-1,2), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
171    float dist_D_H = DistYCbCr(P(-2,0)  , G) + DistYCbCr(G, P(0,2)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H));
172    bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
173    blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
174  }
175
176  // Pixel Tap Mapping: -|-|x|x|-
177  //                    -|A|B|C|x
178  //                    -|D|E|F|x
179  //                    -|-|H|I|-
180  //                    -|-|-|-|-
181  if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
182  {
183    float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1,-2)) + DistYCbCr(H, F) + DistYCbCr(F, P(2,-1)) + (4.0 * DistYCbCr(E, C));
184    float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0,-2), C) + DistYCbCr(C, P(2,0)) + (4.0 * DistYCbCr(B, F));
185    bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
186    blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
187  }
188
189  // Pixel Tap Mapping: -|x|x|-|-
190  //                    x|A|B|C|-
191  //                    x|D|E|F|-
192  //                    -|G|H|-|-
193  //                    -|-|-|-|-
194  if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
195  {
196    float dist_D_B = DistYCbCr(P(-2,0), A) + DistYCbCr(A, P(0,-2)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
197    float dist_A_E = DistYCbCr(P(-2,-1), D) + DistYCbCr(D, H) + DistYCbCr(P(-1,-2), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E));
198    bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
199    blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
200  }
201
202  FragColor = vec4(blendResult);
203
204  // Pixel Tap Mapping: -|-|-|-|-
205  //                    -|-|B|C|-
206  //                    -|D|E|F|x
207  //                    -|G|H|I|x
208  //                    -|-|x|x|-
209  if(blendResult.z == BLEND_DOMINANT || (blendResult.z == BLEND_NORMAL &&
210    !((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
211     (IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I)))))
212 {
213   FragColor.z += 4.0;
214
215   float dist_F_G = DistYCbCr(F, G);
216   float dist_H_C = DistYCbCr(H, C);
217
218   if((STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G))
219      FragColor.z += 16.0;
220
221   if((STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C))
222      FragColor.z += 64.0;
223 }
224
225  // Pixel Tap Mapping: -|-|-|-|-
226  //                    -|A|B|-|-
227  //                    x|D|E|F|-
228  //                    x|G|H|I|-
229  //                    -|x|x|-|-
230  if(blendResult.w == BLEND_DOMINANT || (blendResult.w == BLEND_NORMAL &&
231      !((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
232       (IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G)))))
233 {
234   FragColor.w += 4.0;
235
236   float dist_H_A = DistYCbCr(H, A);
237   float dist_D_I = DistYCbCr(D, I);
238
239   if((STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A))
240      FragColor.w += 16.0;
241
242   if((STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I))
243      FragColor.w += 64.0;
244 }
245
246  // Pixel Tap Mapping: -|-|x|x|-
247  //                    -|A|B|C|x
248  //                    -|D|E|F|x
249  //                    -|-|H|I|-
250  //                    -|-|-|-|-
251  if(blendResult.y == BLEND_DOMINANT || (blendResult.y == BLEND_NORMAL &&
252     !((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
253      (IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C)))))
254 {
255   FragColor.y += 4.0;
256
257   float dist_B_I = DistYCbCr(B, I);
258   float dist_F_A = DistYCbCr(F, A);
259
260   if((STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I))
261      FragColor.y += 16.0;
262
263   if((STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A))
264      FragColor.y += 64.0;
265 }
266
267  // Pixel Tap Mapping: -|x|x|-|-
268  //                    x|A|B|C|-
269  //                    x|D|E|F|-
270  //                    -|G|H|-|-
271  //                    -|-|-|-|-
272  if(blendResult.x == BLEND_DOMINANT || (blendResult.x == BLEND_NORMAL &&
273   !((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
274     (IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A)))))
275 {
276   FragColor.x += 4.0;
277
278   float dist_D_C = DistYCbCr(D, C);
279   float dist_B_G = DistYCbCr(B, G);
280
281   if((STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C))
282      FragColor.x += 16.0;
283
284   if((STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G))
285      FragColor.x += 64.0;
286 }
287 FragColor /= 255.0;
288}
289