CoCalc provides the best real-time collaborative environment for Jupyter Notebooks, LaTeX documents, and SageMath, scalable from individual users to large groups and classes!
CoCalc provides the best real-time collaborative environment for Jupyter Notebooks, LaTeX documents, and SageMath, scalable from individual users to large groups and classes!
Path: blob/master/assets/shaders/videoAA.fsh
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/* AA shader 4.o / AA shader 4.o - filtro Copyright (C) 2014 guest(r) - [email protected] 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. */ // Modified as video aware smoothing effect for PPSSPP. // Some variable definitions had to be moved inside functions(and so repeated) due to glsl->hlsl auto translation failing. // Also auto translation fails with bool uniform, which is why u_video is defined as float. #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform float u_video; //=========== varying vec2 v_texcoord0; const vec3 dt = vec3(1.0,1.0,1.0); vec3 texture2d (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2); } vec3 texture2dd (vec2 texcoord) { float scale = 1.0; if (u_video==1.0){ scale = 2.0; } else { scale = 7.0; } vec4 yx = vec4(1.0/480.0,1.0/272.0,-1.0/480.0,-1.0/272.0)/scale; vec4 xy = vec4(2.0/480.0,2.0/272.0,-2.0/480.0,-2.0/272.0)/scale; vec3 c11 = texture2D(sampler0, texcoord ).xyz; vec3 c00 = texture2D(sampler0, texcoord + xy.zw).xyz; vec3 c20 = texture2D(sampler0, texcoord + xy.xw).xyz; vec3 c22 = texture2D(sampler0, texcoord + xy.xy).xyz; vec3 c02 = texture2D(sampler0, texcoord + xy.zy).xyz; vec3 s00 = texture2D(sampler0, texcoord + yx.zw).xyz; vec3 s20 = texture2D(sampler0, texcoord + yx.xw).xyz; vec3 s22 = texture2D(sampler0, texcoord + yx.xy).xyz; vec3 s02 = texture2D(sampler0, texcoord + yx.zy).xyz; float d1=dot(abs(c00-c22),dt)+0.001; float d2=dot(abs(c20-c02),dt)+0.001; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; vec3 t2=(d1*(c20+c02)+d2*(c00+c22))/(2.0*(d1+d2)); return 0.25*(c11+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2)); } void main() { float scale = 7.0; bool filtro = false; if (u_video==1.0){ scale = 2.0; filtro = true; } else { scale = 7.0; filtro = false; } // Calculating texel coordinates vec2 size = vec2(480.0,272.0)*scale; vec2 inv_size = vec2(1.0/480.0,1.0/272.0)/scale; vec2 OGL2Pos = v_texcoord0 * size; vec2 fp = fract(OGL2Pos); vec2 dx = vec2(inv_size.x,0.0); vec2 dy = vec2(0.0, inv_size.y); vec2 g1 = vec2(inv_size.x,inv_size.y); vec2 g2 = vec2(-inv_size.x,inv_size.y); vec2 pC4 = floor(OGL2Pos) * inv_size + 0.5*inv_size; // Reading the texels vec3 C0 = texture2d(pC4 - g1); vec3 C1 = texture2d(pC4 - dy); vec3 C2 = texture2d(pC4 - g2); vec3 C3 = texture2d(pC4 - dx); vec3 C4 = texture2d(pC4 ); vec3 C5 = texture2d(pC4 + dx); vec3 C6 = texture2d(pC4 + g2); vec3 C7 = texture2d(pC4 + dy); vec3 C8 = texture2d(pC4 + g1); vec3 ul, ur, dl, dr; float m1, m2; m1 = dot(abs(C0-C4),dt)+0.001; m2 = dot(abs(C1-C3),dt)+0.001; ul = (m2*(C0+C4)+m1*(C1+C3))/(m1+m2); m1 = dot(abs(C1-C5),dt)+0.001; m2 = dot(abs(C2-C4),dt)+0.001; ur = (m2*(C1+C5)+m1*(C2+C4))/(m1+m2); m1 = dot(abs(C3-C7),dt)+0.001; m2 = dot(abs(C6-C4),dt)+0.001; dl = (m2*(C3+C7)+m1*(C6+C4))/(m1+m2); m1 = dot(abs(C4-C8),dt)+0.001; m2 = dot(abs(C5-C7),dt)+0.001; dr = (m2*(C4+C8)+m1*(C5+C7))/(m1+m2); 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))); if(filtro){ 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)); inv_size = vec2(2.0/480.0,2.0/272.0)/scale;; dx = vec2(inv_size.x,0.0); dy = vec2(0.0,inv_size.y); g1 = vec2( inv_size.x,inv_size.y); g2 = vec2(-inv_size.x,inv_size.y); pC4 = v_texcoord0; C0 = texture2dd(pC4-g1); C1 = texture2dd(pC4-dy); C2 = texture2dd(pC4-g2); C3 = texture2dd(pC4-dx); C4 = texture2dd(pC4 ); C5 = texture2dd(pC4+dx); C6 = texture2dd(pC4+g2); C7 = texture2dd(pC4+dy); C8 = texture2dd(pC4+g1); vec3 mn1 = min(min(C0,C1),C2); vec3 mn2 = min(min(C3,C4),C5); vec3 mn3 = min(min(C6,C7),C8); vec3 mx1 = max(max(C0,C1),C2); vec3 mx2 = max(max(C3,C4),C5); vec3 mx3 = max(max(C6,C7),C8); mn1 = min(min(mn1,mn2),mn3); mx1 = max(max(mx1,mx2),mx3); vec3 dif1 = abs(c11-mn1) + 0.0001*dt; vec3 dif2 = abs(c11-mx1) + 0.0001*dt; float filterparam = 2.0; dif1=vec3(pow(dif1.x,filterparam),pow(dif1.y,filterparam),pow(dif1.z,filterparam)); dif2=vec3(pow(dif2.x,filterparam),pow(dif2.y,filterparam),pow(dif2.z,filterparam)); c11.r = (dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x); c11.g = (dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y); c11.b = (dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z); result = c11; } gl_FragColor.xyz=result.xyz; gl_FragColor.a = 1.0; }