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authorameerj <52414509+ameerj@users.noreply.github.com>2021-09-10 05:01:39 +0200
committerFernando Sahmkow <fsahmkow27@gmail.com>2021-11-16 22:11:29 +0100
commitae8d19d17eb5448207ece99ae07507c542c6ddae (patch)
tree2238f455b633142718ea0601687fa01811b5d218 /src/video_core/host_shaders/opengl_present_scaleforce.frag
parentgl_texture_cache: fix scaling on upload (diff)
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Diffstat (limited to 'src/video_core/host_shaders/opengl_present_scaleforce.frag')
-rw-r--r--src/video_core/host_shaders/opengl_present_scaleforce.frag135
1 files changed, 0 insertions, 135 deletions
diff --git a/src/video_core/host_shaders/opengl_present_scaleforce.frag b/src/video_core/host_shaders/opengl_present_scaleforce.frag
deleted file mode 100644
index 0153f62c0..000000000
--- a/src/video_core/host_shaders/opengl_present_scaleforce.frag
+++ /dev/null
@@ -1,135 +0,0 @@
-// from https://github.com/BreadFish64/ScaleFish/tree/master/scale_force
-
-// MIT License
-//
-// Copyright (c) 2020 BreadFish64
-//
-// 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.
-
-precision mediump float;
-
-layout (location = 0) in vec2 tex_coord;
-
-layout (location = 0) out vec4 frag_color;
-
-layout (binding = 1) uniform sampler2D input_texture;
-
-vec2 tex_size;
-vec2 inv_tex_size;
-
-vec4 cubic(float v) {
- vec3 n = vec3(1.0, 2.0, 3.0) - v;
- vec3 s = n * n * n;
- float x = s.x;
- float y = s.y - 4.0 * s.x;
- float z = s.z - 4.0 * s.y + 6.0 * s.x;
- float w = 6.0 - x - y - z;
- return vec4(x, y, z, w) / 6.0;
-}
-
-// Bicubic interpolation
-vec4 textureBicubic(vec2 tex_coords) {
- tex_coords = tex_coords * tex_size - 0.5;
-
- vec2 fxy = modf(tex_coords, tex_coords);
-
- vec4 xcubic = cubic(fxy.x);
- vec4 ycubic = cubic(fxy.y);
-
- vec4 c = tex_coords.xxyy + vec2(-0.5, +1.5).xyxy;
-
- vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
- vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s;
-
- offset *= inv_tex_size.xxyy;
-
- vec4 sample0 = textureLod(input_texture, offset.xz, 0.0);
- vec4 sample1 = textureLod(input_texture, offset.yz, 0.0);
- vec4 sample2 = textureLod(input_texture, offset.xw, 0.0);
- vec4 sample3 = textureLod(input_texture, offset.yw, 0.0);
-
- float sx = s.x / (s.x + s.y);
- float sy = s.z / (s.z + s.w);
-
- return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
-}
-
-mat4x3 center_matrix;
-vec4 center_alpha;
-
-// Finds the distance between four colors and cc in YCbCr space
-vec4 ColorDist(vec4 A, vec4 B, vec4 C, vec4 D) {
- // https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion
- const vec3 K = vec3(0.2627, 0.6780, 0.0593);
- const float LUMINANCE_WEIGHT = .6;
- const mat3 YCBCR_MATRIX =
- mat3(K * LUMINANCE_WEIGHT, -.5 * K.r / (1.0 - K.b), -.5 * K.g / (1.0 - K.b), .5, .5,
- -.5 * K.g / (1.0 - K.r), -.5 * K.b / (1.0 - K.r));
-
- mat4x3 colors = mat4x3(A.rgb, B.rgb, C.rgb, D.rgb) - center_matrix;
- mat4x3 YCbCr = YCBCR_MATRIX * colors;
- vec4 color_dist = vec3(1.0) * YCbCr;
- color_dist *= color_dist;
- vec4 alpha = vec4(A.a, B.a, C.a, D.a);
-
- return sqrt((color_dist + abs(center_alpha - alpha)) * alpha * center_alpha);
-}
-
-void main() {
- vec4 bl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, -1));
- vec4 bc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, -1));
- vec4 br = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, -1));
- vec4 cl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 0));
- vec4 cc = textureLod(input_texture, tex_coord, 0.0);
- vec4 cr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 0));
- vec4 tl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 1));
- vec4 tc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, 1));
- vec4 tr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 1));
-
-
- tex_size = vec2(textureSize(input_texture, 0));
- inv_tex_size = 1.0 / tex_size;
- center_matrix = mat4x3(cc.rgb, cc.rgb, cc.rgb, cc.rgb);
- center_alpha = cc.aaaa;
-
- vec4 offset_tl = ColorDist(tl, tc, tr, cr);
- vec4 offset_br = ColorDist(br, bc, bl, cl);
-
- // Calculate how different cc is from the texels around it
- float total_dist = dot(offset_tl + offset_br, vec4(1.0));
-
- // Add together all the distances with direction taken into account
- vec4 tmp = offset_tl - offset_br;
- vec2 total_offset = tmp.wy + tmp.zz + vec2(-tmp.x, tmp.x);
-
- if (total_dist == 0.0) {
- // Doing bicubic filtering just past the edges where the offset is 0 causes black floaters
- // and it doesn't really matter which filter is used when the colors aren't changing.
- frag_color = vec4(cc.rgb, 1.0f);
- } else {
- // When the image has thin points, they tend to split apart.
- // This is because the texels all around are different
- // and total_offset reaches into clear areas.
- // This works pretty well to keep the offset in bounds for these cases.
- float clamp_val = length(total_offset) / total_dist;
- vec2 final_offset = clamp(total_offset, -clamp_val, clamp_val) * inv_tex_size;
-
- frag_color = vec4(textureBicubic(tex_coord - final_offset).rgb, 1.0f);
- }
-}