/
hqx-pass2.glsl
144 lines (122 loc) · 3.98 KB
/
hqx-pass2.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
/*
* Copyright (C) 2003 Maxim Stepin ( maxst@hiend3d.com )
*
* Copyright (C) 2010 Cameron Zemek ( grom@zeminvaders.net )
*
* Copyright (C) 2014 Jules Blok ( jules@aerix.nl )
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma parameter SCALE "HQx Scale" 2.0 2.0 4.0 1.0
#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;
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;
// vertex 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;
COL0 = COLOR;
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 LUT;
uniform sampler2D OrigTexture;
COMPAT_VARYING vec4 TEX0;
// fragment 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)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float SCALE;
#else
#define SCALE 2.
#endif
#define Original OrigTexture
void main()
{
vec2 fp = fract(vTexCoord * SourceSize.xy);
vec2 quad = sign(-0.5 + fp);
float dx = SourceSize.z;
float dy = SourceSize.w;
vec3 p1 = COMPAT_TEXTURE(Original, vTexCoord).rgb;
vec3 p2 = COMPAT_TEXTURE(Original, vTexCoord + vec2(dx, dy) * quad).rgb;
vec3 p3 = COMPAT_TEXTURE(Original, vTexCoord + vec2(dx, 0.0) * quad).rgb;
vec3 p4 = COMPAT_TEXTURE(Original, vTexCoord + vec2(0.0, dy) * quad).rgb;
vec2 index = COMPAT_TEXTURE(Source, vTexCoord).xy * vec2(255.0, 15.0 * (SCALE * SCALE));
index.y += dot(floor(fp * SCALE), vec2(1.0, SCALE));
vec2 step = 1.0 / vec2(256.0, 16.0 * (SCALE * SCALE));
vec2 offset = step / 2.0;
vec4 weights = texture(LUT, index * step + offset);
float sum = dot(weights, vec4(1.0));
vec4 tmp = vec4(float((weights/sum).x), float((weights/sum).y), float((weights/sum).z), float((weights/sum).w));
vec3 res = tmp.x * p1.xyz;
res = res + tmp.y * p2.xyz;
res = res + tmp.z * p3.xyz;
res = res + tmp.w * p4.xyz;
FragColor = vec4(res.xyz, 1.0);
}
#endif