diff options
author | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-09-10 05:01:39 +0200 |
---|---|---|
committer | Fernando Sahmkow <fsahmkow27@gmail.com> | 2021-11-16 22:11:29 +0100 |
commit | ae8d19d17eb5448207ece99ae07507c542c6ddae (patch) | |
tree | 2238f455b633142718ea0601687fa01811b5d218 /src/video_core/host_shaders/opengl_present_scaleforce.frag | |
parent | gl_texture_cache: fix scaling on upload (diff) | |
download | yuzu-ae8d19d17eb5448207ece99ae07507c542c6ddae.tar yuzu-ae8d19d17eb5448207ece99ae07507c542c6ddae.tar.gz yuzu-ae8d19d17eb5448207ece99ae07507c542c6ddae.tar.bz2 yuzu-ae8d19d17eb5448207ece99ae07507c542c6ddae.tar.lz yuzu-ae8d19d17eb5448207ece99ae07507c542c6ddae.tar.xz yuzu-ae8d19d17eb5448207ece99ae07507c542c6ddae.tar.zst yuzu-ae8d19d17eb5448207ece99ae07507c542c6ddae.zip |
Diffstat (limited to 'src/video_core/host_shaders/opengl_present_scaleforce.frag')
-rw-r--r-- | src/video_core/host_shaders/opengl_present_scaleforce.frag | 135 |
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); - } -} |