add Lanczos2 opengl shader
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4 changed files with 224 additions and 3 deletions
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@ -250,6 +250,222 @@ const char CATMULL_ROM_FRAG_SHADER_CORE[] =
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" FragColor = vec4(result * (1. / (wtm + wml + wmm + wmr + wbm)), 1.0);\n"
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"}\n";
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/*
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// The following code is licensed under the MIT license:
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// Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
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// Copyright (C) 2011-2016 Hyllian/Jararaca - sergiogdb@gmail.com
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// https://github.com/libretro/glsl-shaders/blob/09e2942efbab2f51b60ff0b93b7761b0b0570910/windowed/shaders/lanczos2-sharp.glsl
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*/
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const char LANCZOS2_FRAG_SHADER[] =
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"#version 130\n"
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"#define JINC2_WINDOW_SINC 0.5\n"
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"#define JINC2_SINC 1.0\n"
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"#define JINC2_AR_STRENGTH 0.8\n"
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"\n"
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"out vec4 FragColor;\n"
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"uniform int FrameDirection;\n"
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"uniform int FrameCount;\n"
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"uniform vec2 OutputSize;\n"
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"uniform vec2 TextureSize;\n"
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"uniform vec2 InputSize;\n"
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"uniform sampler2D Texture;\n"
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"in vec4 TEX0;\n"
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"\n"
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"const float pi = 3.1415926535897932384626433832795;\n"
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"const float wa = JINC2_WINDOW_SINC*pi;\n"
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"const float wb = JINC2_SINC*pi;\n"
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"\n"
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"// Calculates the distance between two points\n"
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"float d(vec2 pt1, vec2 pt2)\n"
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"{\n"
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" vec2 v = pt2 - pt1;\n"
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" return sqrt(dot(v,v));\n"
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"}\n"
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"\n"
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"vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)\n"
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"{\n"
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" return min(a, min(b, min(c, d)));\n"
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"}\n"
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"\n"
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"vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)\n"
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"{\n"
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" return max(a, max(b, max(c, d)));\n"
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"}\n"
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"\n"
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"vec4 resampler(vec4 x)\n"
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"{\n"
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" vec4 res;\n"
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"\n"
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" res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);\n"
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" res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);\n"
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" res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);\n"
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" res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);\n"
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"\n"
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" return res;\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec3 color;\n"
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" vec4 weights[4];\n"
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"\n"
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" vec2 dx = vec2(1.0, 0.0);\n"
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" vec2 dy = vec2(0.0, 1.0);\n"
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"\n"
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" vec2 pc = TEX0.xy*TextureSize;\n"
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"\n"
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" vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));\n"
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" \n"
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" weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));\n"
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" weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));\n"
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" weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));\n"
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" weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));\n"
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"\n"
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" dx = dx/TextureSize;\n"
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" dy = dy/TextureSize;\n"
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" tc = tc/TextureSize;\n"
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"\n"
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" vec3 c00 = texture(Texture, tc -dx -dy).xyz;\n"
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" vec3 c10 = texture(Texture, tc -dy).xyz;\n"
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" vec3 c20 = texture(Texture, tc +dx -dy).xyz;\n"
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" vec3 c30 = texture(Texture, tc+2.0*dx -dy).xyz;\n"
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" vec3 c01 = texture(Texture, tc -dx ).xyz;\n"
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" vec3 c11 = texture(Texture, tc ).xyz;\n"
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" vec3 c21 = texture(Texture, tc +dx ).xyz;\n"
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" vec3 c31 = texture(Texture, tc+2.0*dx ).xyz;\n"
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" vec3 c02 = texture(Texture, tc -dx +dy).xyz;\n"
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" vec3 c12 = texture(Texture, tc +dy).xyz;\n"
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" vec3 c22 = texture(Texture, tc +dx +dy).xyz;\n"
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" vec3 c32 = texture(Texture, tc+2.0*dx +dy).xyz;\n"
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" vec3 c03 = texture(Texture, tc -dx+2.0*dy).xyz;\n"
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" vec3 c13 = texture(Texture, tc +2.0*dy).xyz;\n"
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" vec3 c23 = texture(Texture, tc +dx+2.0*dy).xyz;\n"
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" vec3 c33 = texture(Texture, tc+2.0*dx+2.0*dy).xyz;\n"
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" \n"
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" // Get min/max samples\n"
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" vec3 min_sample = min4(c11, c21, c12, c22);\n"
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" vec3 max_sample = max4(c11, c21, c12, c22);\n"
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" \n"
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" color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));\n"
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" color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));\n"
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" color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));\n"
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" color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));\n"
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" color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));\n"
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"\n"
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" // Anti-ringing\n"
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" vec3 aux = color;\n"
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" color = clamp(color, min_sample, max_sample);\n"
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" color = mix(aux, color, JINC2_AR_STRENGTH);\n"
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"\n"
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" // final sum and weight normalization\n"
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" FragColor.xyz = color;\n"
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"}\n";
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const char LANCZOS2_FRAG_SHADER_CORE[] =
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"#version 150\n"
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"#define JINC2_WINDOW_SINC 0.5\n"
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"#define JINC2_SINC 1.0\n"
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"#define JINC2_AR_STRENGTH 0.8\n"
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"\n"
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"out vec4 FragColor;\n"
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"uniform int FrameDirection;\n"
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"uniform int FrameCount;\n"
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"uniform vec2 OutputSize;\n"
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"uniform vec2 TextureSize;\n"
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"uniform vec2 InputSize;\n"
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"uniform sampler2D Texture;\n"
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"in vec4 TEX0;\n"
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"\n"
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"const float pi = 3.1415926535897932384626433832795;\n"
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"const float wa = JINC2_WINDOW_SINC*pi;\n"
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"const float wb = JINC2_SINC*pi;\n"
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"\n"
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"// Calculates the distance between two points\n"
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"float d(vec2 pt1, vec2 pt2)\n"
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"{\n"
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" vec2 v = pt2 - pt1;\n"
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" return sqrt(dot(v,v));\n"
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"}\n"
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"\n"
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"vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)\n"
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"{\n"
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" return min(a, min(b, min(c, d)));\n"
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"}\n"
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"\n"
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"vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)\n"
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"{\n"
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" return max(a, max(b, max(c, d)));\n"
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"}\n"
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"\n"
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"vec4 resampler(vec4 x)\n"
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"{\n"
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" vec4 res;\n"
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"\n"
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" res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);\n"
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" res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);\n"
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" res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);\n"
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" res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);\n"
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"\n"
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" return res;\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec3 color;\n"
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" vec4 weights[4];\n"
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"\n"
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" vec2 dx = vec2(1.0, 0.0);\n"
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" vec2 dy = vec2(0.0, 1.0);\n"
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"\n"
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" vec2 pc = TEX0.xy*TextureSize;\n"
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"\n"
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" vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));\n"
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" \n"
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" weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));\n"
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" weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));\n"
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" weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));\n"
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" weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));\n"
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"\n"
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" dx = dx/TextureSize;\n"
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" dy = dy/TextureSize;\n"
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" tc = tc/TextureSize;\n"
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"\n"
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" vec3 c00 = texture(Texture, tc -dx -dy).xyz;\n"
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" vec3 c10 = texture(Texture, tc -dy).xyz;\n"
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" vec3 c20 = texture(Texture, tc +dx -dy).xyz;\n"
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" vec3 c30 = texture(Texture, tc+2.0*dx -dy).xyz;\n"
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" vec3 c01 = texture(Texture, tc -dx ).xyz;\n"
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" vec3 c11 = texture(Texture, tc ).xyz;\n"
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" vec3 c21 = texture(Texture, tc +dx ).xyz;\n"
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" vec3 c31 = texture(Texture, tc+2.0*dx ).xyz;\n"
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" vec3 c02 = texture(Texture, tc -dx +dy).xyz;\n"
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" vec3 c12 = texture(Texture, tc +dy).xyz;\n"
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" vec3 c22 = texture(Texture, tc +dx +dy).xyz;\n"
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" vec3 c32 = texture(Texture, tc+2.0*dx +dy).xyz;\n"
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" vec3 c03 = texture(Texture, tc -dx+2.0*dy).xyz;\n"
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" vec3 c13 = texture(Texture, tc +2.0*dy).xyz;\n"
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" vec3 c23 = texture(Texture, tc +dx+2.0*dy).xyz;\n"
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" vec3 c33 = texture(Texture, tc+2.0*dx+2.0*dy).xyz;\n"
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" \n"
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" // Get min/max samples\n"
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" vec3 min_sample = min4(c11, c21, c12, c22);\n"
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" vec3 max_sample = max4(c11, c21, c12, c22);\n"
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" \n"
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" color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));\n"
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" color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));\n"
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" color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));\n"
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" color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));\n"
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" color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));\n"
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"\n"
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" // Anti-ringing\n"
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" vec3 aux = color;\n"
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" color = clamp(color, min_sample, max_sample);\n"
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" color = mix(aux, color, JINC2_AR_STRENGTH);\n"
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"\n"
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" // final sum and weight normalization\n"
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" FragColor.xyz = color;\n"
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"}\n";
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#endif
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