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mdapt-pass3.glsl
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mdapt-pass3.glsl
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/*
Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 3
by Sp00kyFox, 2014
Backpropagation and checkerboard smoothing.
*/
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
uniform sampler2D OrigTexture;
#define Original OrigTexture
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#define TEX(dx,dy) COMPAT_TEXTURE(Source, vTexCoord+vec2((dx),(dy))*SourceSize.zw)
#define TEXt0(dx,dy) COMPAT_TEXTURE(Original, vTexCoord+vec2((dx),(dy))*SourceSize.zw)
bool eq(vec3 A, vec3 B){
return (A == B);
}
float and(float a, float b){
return min(a,b);
}
float or(float a, float b, float c, float d, float e, float f, float g, float h, float i){
return max(a, max(b, max(c, max(d, max(e, max(f, max(g, max(h,i))))))));
}
vec2 and(vec2 a, vec2 b){
return min(a,b);
}
vec2 or(vec2 a, vec2 b){
return max(a,b);
}
vec2 or(vec2 a, vec2 b, vec2 c, vec2 d){
return max(a, max(b, max(c,d)));
}
void main()
{
/*
UL U UR
L C R
DL D DR
*/
vec4 C = TEX( 0., 0.); vec3 c = TEXt0( 0., 0.).xyz;
vec2 L = TEX(-1., 0.).xy; vec3 l = TEXt0(-1., 0.).xyz;
vec2 R = TEX( 1., 0.).xy; vec3 r = TEXt0( 1., 0.).xyz;
vec2 U = TEX( 0.,-1.).xy; vec3 u = TEXt0( 0.,-1.).xyz;
vec2 D = TEX( 0., 1.).xy; vec3 d = TEXt0( 0., 1.).xyz;
float UL = TEX(-1.,-1.).y; vec3 ul = TEXt0(-1.,-1.).xyz;
float UR = TEX( 1.,-1.).y; vec3 ur = TEXt0( 1.,-1.).xyz;
float DL = TEX(-1., 1.).y; vec3 dl = TEXt0(-1., 1.).xyz;
float DR = TEX( 1., 1.).y; vec3 dr = TEXt0( 1., 1.).xyz;
// Backpropagation
C.xy = or(C.xy, and(C.zw, or(L, R, U, D)));
// Checkerboard Smoothing
C.y = or(C.y, min(U.y, float(eq(c,u))), min(D.y, float(eq(c,d))), min(L.y, float(eq(c,l))), min(R.y, float(eq(c,r))), min(UL, float(eq(c,ul))), min(UR, float(eq(c,ur))), min(DL, float(eq(c,dl))), min(DR, float(eq(c,dr))));
FragColor = vec4(C);
}
#endif