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sonic3air-main/Oxygen/oxygenengine/data/shader/upscaler_xbrz-freescale-pass0.shader
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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/>. | ||
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// xBRZ freescale | ||
// based on : | ||
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// 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/>. | ||
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/* | ||
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. | ||
*/ | ||
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## ----- Shared ------------------------------------------------------------------- | ||
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#version 130 | ||
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precision mediump float; | ||
precision mediump int; | ||
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## ----- Vertex ------------------------------------------------------------------- | ||
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in vec2 position; | ||
out vec2 TEX0; | ||
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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; | ||
} | ||
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## ----- Fragment ----------------------------------------------------------------- | ||
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in vec2 TEX0; | ||
out vec4 FragColor; | ||
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uniform vec2 GameResolution; | ||
uniform sampler2D Texture; | ||
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#define SourceSize vec4(GameResolution, 1.0 / GameResolution) | ||
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#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 | ||
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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)); | ||
} | ||
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bool IsPixEqual(const vec3 pixA, const vec3 pixB) | ||
{ | ||
return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE); | ||
} | ||
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#define eq(a,b) (a == b) | ||
#define neq(a,b) (a != b) | ||
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#define P(x,y) texture(Texture, coord + SourceSize.zw * vec2(x, y)).rgb | ||
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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|- | ||
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vec2 pos = fract(TEX0.xy * SourceSize.xy) - vec2(0.5, 0.5); | ||
vec2 coord = TEX0.xy - pos * SourceSize.zw; | ||
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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.); | ||
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// blendResult Mapping: x|y| | ||
// w|z| | ||
ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE); | ||
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// 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; | ||
} | ||
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// 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; | ||
} | ||
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// 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; | ||
} | ||
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// 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; | ||
} | ||
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FragColor = vec4(blendResult); | ||
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// 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; | ||
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float dist_F_G = DistYCbCr(F, G); | ||
float dist_H_C = DistYCbCr(H, C); | ||
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if ((STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G)) | ||
FragColor.z += 16.0; | ||
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if ((STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C)) | ||
FragColor.z += 64.0; | ||
} | ||
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// 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; | ||
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float dist_H_A = DistYCbCr(H, A); | ||
float dist_D_I = DistYCbCr(D, I); | ||
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if ((STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A)) | ||
FragColor.w += 16.0; | ||
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if ((STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I)) | ||
FragColor.w += 64.0; | ||
} | ||
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// 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; | ||
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float dist_B_I = DistYCbCr(B, I); | ||
float dist_F_A = DistYCbCr(F, A); | ||
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if ((STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I)) | ||
FragColor.y += 16.0; | ||
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if ((STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A)) | ||
FragColor.y += 64.0; | ||
} | ||
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// 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; | ||
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float dist_D_C = DistYCbCr(D, C); | ||
float dist_B_G = DistYCbCr(B, G); | ||
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if ((STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C)) | ||
FragColor.x += 16.0; | ||
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if ((STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G)) | ||
FragColor.x += 64.0; | ||
} | ||
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FragColor /= 255.0; | ||
} | ||
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## ----- TECH --------------------------------------------------------------------- | ||
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technique Standard | ||
{ | ||
blendfunc = opaque; | ||
vs = Shared + Vertex; | ||
fs = Shared + Fragment; | ||
vertexattrib[0] = position; | ||
} |
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