update opengl shaders

This commit is contained in:
FunkyFr3sh 2023-07-06 19:45:15 +02:00
parent ed642b8c7e
commit 99c82aaad1

View file

@ -128,12 +128,11 @@ const char PASSTHROUGH_FRAG_SHADER_CORE[] =
"}\n";
/*
// Bicubic Catmull-Rom 9 taps (Fast) - ported by Hyllian - 2020
// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
// Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
// ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
// Modified to use 5 texture fetches
*/
const char CATMULL_ROM_FRAG_SHADER[] =
@ -153,8 +152,6 @@ const char CATMULL_ROM_FRAG_SHADER[] =
"#define SourceSize vec4(TextureSize, 1.0 / TextureSize)\n"
"#define outsize vec4(OutputSize, 1.0 / OutputSize)\n"
"\n"
"#define mul(c,d) (d*c)\n"
"\n"
"void main()\n"
"{\n"
" vec2 samplePos = vTexCoord * SourceSize.xy;\n"
@ -166,7 +163,6 @@ const char CATMULL_ROM_FRAG_SHADER[] =
" vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);\n"
" vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));\n"
" vec2 w3 = f * f * (-0.5 + 0.5 * f);\n"
" //vec2 w3 = 1.0 - w0 - w1 - w2;\n"
"\n"
" vec2 w12 = w1 + w2;\n"
" vec2 offset12 = w2 / (w1 + w2);\n"
@ -175,34 +171,25 @@ const char CATMULL_ROM_FRAG_SHADER[] =
" vec2 texPos3 = texPos1 + 2.;\n"
" vec2 texPos12 = texPos1 + offset12;\n"
"\n"
" texPos0 *= SourceSize.zw;\n"
" texPos3 *= SourceSize.zw;\n"
" texPos12 *= SourceSize.zw;\n"
" texPos0 /= SourceSize.xy;\n"
" texPos3 /= SourceSize.xy;\n"
" texPos12 /= SourceSize.xy;\n"
"\n"
" vec4 c00 = texture(Source, vec2(texPos0.x, texPos0.y));\n"
" vec4 c10 = texture(Source, vec2(texPos12.x, texPos0.y));\n"
" vec4 c20 = texture(Source, vec2(texPos3.x, texPos0.y));\n"
" float wtm = w12.x * w0.y;\n"
" float wml = w0.x * w12.y;\n"
" float wmm = w12.x * w12.y;\n"
" float wmr = w3.x * w12.y;\n"
" float wbm = w12.x * w3.y;\n"
"\n"
" vec4 c01 = texture(Source, vec2(texPos0.x, texPos12.y));\n"
" vec4 c11 = texture(Source, vec2(texPos12.x, texPos12.y));\n"
" vec4 c21 = texture(Source, vec2(texPos3.x, texPos12.y));\n"
" vec3 result = vec3(0.0f);\n"
"\n"
" vec4 c02 = texture(Source, vec2(texPos0.x, texPos3.y));\n"
" vec4 c12 = texture(Source, vec2(texPos12.x, texPos3.y));\n"
" vec4 c22 = texture(Source, vec2(texPos3.x, texPos3.y));\n"
" result += texture(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;\n"
" result += texture(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;\n"
" result += texture(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;\n"
" result += texture(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;\n"
" result += texture(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;\n"
"\n"
" vec4 c1, c2, c3, wx, wy = vec4(0.,0.,0.,0.);\n"
"\n"
" vec4 dummy = vec4(0.,0.,0.,1.);\n"
"\n"
" wx = vec4(w0.x, w12.x, w3.x, 1.0);\n"
" wy = vec4(w0.y, w12.y, w3.y, 1.0);\n"
"\n"
" c1 = vec4(mul(wx, mat4(c00, c10, c20, dummy)));\n"
" c2 = vec4(mul(wx, mat4(c01, c11, c21, dummy)));\n"
" c3 = vec4(mul(wx, mat4(c02, c12, c22, dummy)));\n"
"\n"
" FragColor = mul(wy, mat4(c1, c2, c3, dummy));\n"
" FragColor = vec4(result * (1. / (wtm + wml + wmm + wmr + wbm)), 1.0);\n"
"}\n";
@ -223,8 +210,6 @@ const char CATMULL_ROM_FRAG_SHADER_CORE[] =
"#define SourceSize vec4(TextureSize, 1.0 / TextureSize)\n"
"#define outsize vec4(OutputSize, 1.0 / OutputSize)\n"
"\n"
"#define mul(c,d) (d*c)\n"
"\n"
"void main()\n"
"{\n"
" vec2 samplePos = vTexCoord * SourceSize.xy;\n"
@ -236,7 +221,6 @@ const char CATMULL_ROM_FRAG_SHADER_CORE[] =
" vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);\n"
" vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));\n"
" vec2 w3 = f * f * (-0.5 + 0.5 * f);\n"
" //vec2 w3 = 1.0 - w0 - w1 - w2;\n"
"\n"
" vec2 w12 = w1 + w2;\n"
" vec2 offset12 = w2 / (w1 + w2);\n"
@ -245,34 +229,25 @@ const char CATMULL_ROM_FRAG_SHADER_CORE[] =
" vec2 texPos3 = texPos1 + 2.;\n"
" vec2 texPos12 = texPos1 + offset12;\n"
"\n"
" texPos0 *= SourceSize.zw;\n"
" texPos3 *= SourceSize.zw;\n"
" texPos12 *= SourceSize.zw;\n"
" texPos0 /= SourceSize.xy;\n"
" texPos3 /= SourceSize.xy;\n"
" texPos12 /= SourceSize.xy;\n"
"\n"
" vec4 c00 = texture(Source, vec2(texPos0.x, texPos0.y));\n"
" vec4 c10 = texture(Source, vec2(texPos12.x, texPos0.y));\n"
" vec4 c20 = texture(Source, vec2(texPos3.x, texPos0.y));\n"
" float wtm = w12.x * w0.y;\n"
" float wml = w0.x * w12.y;\n"
" float wmm = w12.x * w12.y;\n"
" float wmr = w3.x * w12.y;\n"
" float wbm = w12.x * w3.y;\n"
"\n"
" vec4 c01 = texture(Source, vec2(texPos0.x, texPos12.y));\n"
" vec4 c11 = texture(Source, vec2(texPos12.x, texPos12.y));\n"
" vec4 c21 = texture(Source, vec2(texPos3.x, texPos12.y));\n"
" vec3 result = vec3(0.0f);\n"
"\n"
" vec4 c02 = texture(Source, vec2(texPos0.x, texPos3.y));\n"
" vec4 c12 = texture(Source, vec2(texPos12.x, texPos3.y));\n"
" vec4 c22 = texture(Source, vec2(texPos3.x, texPos3.y));\n"
" result += texture(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;\n"
" result += texture(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;\n"
" result += texture(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;\n"
" result += texture(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;\n"
" result += texture(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;\n"
"\n"
" vec4 c1, c2, c3, wx, wy = vec4(0.,0.,0.,0.);\n"
"\n"
" vec4 dummy = vec4(0.,0.,0.,1.);\n"
"\n"
" wx = vec4(w0.x, w12.x, w3.x, 1.0);\n"
" wy = vec4(w0.y, w12.y, w3.y, 1.0);\n"
"\n"
" c1 = vec4(mul(wx, mat4(c00, c10, c20, dummy)));\n"
" c2 = vec4(mul(wx, mat4(c01, c11, c21, dummy)));\n"
" c3 = vec4(mul(wx, mat4(c02, c12, c22, dummy)));\n"
"\n"
" FragColor = mul(wy, mat4(c1, c2, c3, dummy));\n"
" FragColor = vec4(result * (1. / (wtm + wml + wmm + wmr + wbm)), 1.0);\n"
"}\n";