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CCIGAMES committed Mar 2, 2024
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// Hyllian's xBRZ freescale multipass shader
// - Adapted for use in Oxygen Engine
// Copyright (C) 2018-2024 Eukaryot
//
// This shader is derived from original "xbrz-freescale-pass0.glsl" from https://github.com/libretro/glsl-shaders/tree/master/xbrz/shaders/xbrz-freescale-multipass
// Used under GNU General Public License v2, see additional license info below.
//
// This file 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 file 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 the this software. If not, see <http://www.gnu.org/licenses/>.


// xBRZ freescale
// based on :

// 4xBRZ shader - Copyright (C) 2014-2016 DeSmuME team
//
// This file 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 file 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 the this software. If not, see <http://www.gnu.org/licenses/>.


/*
Hyllian's xBR-vertex code and texel mapping
Copyright (C) 2011/2016 Hyllian - [email protected]
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.
*/





## ----- Shared -------------------------------------------------------------------

#version 130

precision mediump float;
precision mediump int;



## ----- Vertex -------------------------------------------------------------------

in vec2 position;
out vec2 TEX0;

void main()
{
gl_Position.x = position.x * 2.0 - 1.0;
gl_Position.y = position.y * 2.0 - 1.0;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
TEX0.xy = position.xy * 1.0001;
}



## ----- Fragment -----------------------------------------------------------------

in vec2 TEX0;
out vec4 FragColor;

uniform vec2 GameResolution;
uniform sampler2D Texture;

#define SourceSize vec4(GameResolution, 1.0 / GameResolution)

#define BLEND_NONE 0
#define BLEND_NORMAL 1
#define BLEND_DOMINANT 2
#define LUMINANCE_WEIGHT 1.0
#define EQUAL_COLOR_TOLERANCE 30.0/255.0
#define STEEP_DIRECTION_THRESHOLD 2.2
#define DOMINANT_DIRECTION_THRESHOLD 3.6

float DistYCbCr(vec3 pixA, vec3 pixB)
{
const vec3 w = vec3(0.2627, 0.6780, 0.0593);
const float scaleB = 0.5 / (1.0 - w.b);
const float scaleR = 0.5 / (1.0 - w.r);
vec3 diff = pixA - pixB;
float Y = dot(diff.rgb, w);
float Cb = scaleB * (diff.b - Y);
float Cr = scaleR * (diff.r - Y);
return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
}

bool IsPixEqual(const vec3 pixA, const vec3 pixB)
{
return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
}

#define eq(a,b) (a == b)
#define neq(a,b) (a != b)

#define P(x,y) texture(Texture, coord + SourceSize.zw * vec2(x, y)).rgb

void main()
{
//---------------------------------------
// Input Pixel Mapping: -|x|x|x|-
// x|A|B|C|x
// x|D|E|F|x
// x|G|H|I|x
// -|x|x|x|-

vec2 pos = fract(TEX0.xy * SourceSize.xy) - vec2(0.5, 0.5);
vec2 coord = TEX0.xy - pos * SourceSize.zw;

vec3 A = P(-1.,-1.);
vec3 B = P( 0.,-1.);
vec3 C = P( 1.,-1.);
vec3 D = P(-1., 0.);
vec3 E = P( 0., 0.);
vec3 F = P( 1., 0.);
vec3 G = P(-1., 1.);
vec3 H = P( 0., 1.);
vec3 I = P( 1., 1.);

// blendResult Mapping: x|y|
// w|z|
ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);

// Preprocess corners
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
{
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));
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));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}


// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
{
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));
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));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}

// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
{
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));
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));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}

// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
{
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));
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));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}

FragColor = vec4(blendResult);

// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if (blendResult.z == BLEND_DOMINANT || (blendResult.z == BLEND_NORMAL &&
!((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I)))))
{
FragColor.z += 4.0;

float dist_F_G = DistYCbCr(F, G);
float dist_H_C = DistYCbCr(H, C);

if ((STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G))
FragColor.z += 16.0;

if ((STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C))
FragColor.z += 64.0;
}

// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if (blendResult.w == BLEND_DOMINANT || (blendResult.w == BLEND_NORMAL &&
!((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G)))))
{
FragColor.w += 4.0;

float dist_H_A = DistYCbCr(H, A);
float dist_D_I = DistYCbCr(D, I);

if ((STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A))
FragColor.w += 16.0;

if ((STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I))
FragColor.w += 64.0;
}

// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if (blendResult.y == BLEND_DOMINANT || (blendResult.y == BLEND_NORMAL &&
!((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
(IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C)))))
{
FragColor.y += 4.0;

float dist_B_I = DistYCbCr(B, I);
float dist_F_A = DistYCbCr(F, A);

if ((STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I))
FragColor.y += 16.0;

if ((STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A))
FragColor.y += 64.0;
}

// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if (blendResult.x == BLEND_DOMINANT || (blendResult.x == BLEND_NORMAL &&
!((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
(IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A)))))
{
FragColor.x += 4.0;

float dist_D_C = DistYCbCr(D, C);
float dist_B_G = DistYCbCr(B, G);

if ((STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C))
FragColor.x += 16.0;

if ((STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G))
FragColor.x += 64.0;
}

FragColor /= 255.0;
}



## ----- TECH ---------------------------------------------------------------------

technique Standard
{
blendfunc = opaque;
vs = Shared + Vertex;
fs = Shared + Fragment;
vertexattrib[0] = position;
}
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