#include "shaders_common.h" #undef command_fragment_name_ #ifdef FILTER_SABR #define command_fragment_name_ command_fragment_sabr #elif defined(FILTER_XBR) #define command_fragment_name_ command_fragment_xbr #elif defined(FILTER_BILINEAR) #define command_fragment_name_ command_fragment_bilinear #elif defined(FILTER_3POINT) #define command_fragment_name_ command_fragment_3point #elif defined(FILTER_JINC2) #define command_fragment_name_ command_fragment_jinc2 #else #define command_fragment_name_ command_fragment #endif static const char * command_fragment_name_ = GLSL_FRAGMENT( uniform sampler2D fb_texture; // Scaling to apply to the dither pattern uniform uint dither_scaling; // 0: Only draw opaque pixels, 1: only draw semi-transparent pixels uniform uint draw_semi_transparent; //uniform uint mask_setor; //uniform uint mask_evaland; in vec3 frag_shading_color; // Texture page: base offset for texture lookup. flat in uvec2 frag_texture_page; // Texel coordinates within the page. Interpolated by OpenGL. in vec2 frag_texture_coord; // Clut coordinates in VRAM flat in uvec2 frag_clut; // 0: no texture, 1: raw-texture, 2: blended flat in uint frag_texture_blend_mode; // 0: 16bpp (no clut), 1: 8bpp, 2: 4bpp flat in uint frag_depth_shift; // 0: No dithering, 1: dithering enabled flat in uint frag_dither; // 0: Opaque primitive, 1: semi-transparent primitive flat in uint frag_semi_transparent; // Texture window: [ X mask, X or, Y mask, Y or ] flat in uvec4 frag_texture_window; // Texture limits: [Umin, Vmin, Umax, Vmax] flat in uvec4 frag_texture_limits; out vec4 frag_color; const uint BLEND_MODE_NO_TEXTURE = 0U; const uint BLEND_MODE_RAW_TEXTURE = 1U; const uint BLEND_MODE_TEXTURE_BLEND = 2U; const uint FILTER_MODE_NEAREST = 0U; const uint FILTER_MODE_SABR = 1U; // Read a pixel in VRAM vec4 vram_get_pixel(uint x, uint y) { x = (x & 0x3ffU); y = (y & 0x1ffU); return texelFetch(fb_texture, ivec2(x, y), 0); } // Take a normalized color and convert it into a 16bit 1555 ABGR // integer in the format used internally by the Playstation GPU. uint rebuild_psx_color(vec4 color) { uint a = uint(floor(color.a + 0.5)); uint r = uint(floor(color.r * 31. + 0.5)); uint g = uint(floor(color.g * 31. + 0.5)); uint b = uint(floor(color.b * 31. + 0.5)); ) #ifdef HAVE_OPENGLES3 STRINGIZE( return (r << 11) | (g << 6) | (b << 1) | a; ) #else STRINGIZE( return (a << 15) | (b << 10) | (g << 5) | r; ) #endif STRINGIZE( } // Texture color 0x0000 is special in the Playstation GPU, it denotes // a fully transparent texel (even for opaque draw commands). If you // want black you have to use an opaque draw command and use `0x8000` // instead. bool is_transparent(vec4 texel) { return rebuild_psx_color(texel) == 0U; } // reinterpret 5551 color for GLES (doesn't support 1555 REV) vec4 reinterpret_color(vec4 color) { // rebuild as 5551 uint pre_bits = rebuild_psx_color(color); // interpret as 1555 float a = float((pre_bits & 0x8000U) >> 15) / 31.; float b = float((pre_bits & 0x7C00U) >> 10) / 31.; float g = float((pre_bits & 0x3E0U) >> 5) / 31.; float r = float(pre_bits & 0x1FU) / 31.; return vec4(r, g, b, a); } // PlayStation dithering pattern. The offset is selected based on the // pixel position in VRAM, by blocks of 4x4 pixels. The value is added // to the 8bit color components before they're truncated to 5 bits. //// TODO: r5 - There might be extra line breaks in here const int dither_pattern[16] = int[16](-4, 0, -3, 1, 2, -2, 3, -1, -3, 1, -4, 0, 3, -1, 2, -2); vec4 sample_texel(vec2 coords) { // Number of texel per VRAM 16bit "pixel" for the current depth uint pix_per_hw = 1U << frag_depth_shift; //coords += vec2(0.001, 0.001); // Texture pages are limited to 256x256 pixels uint tex_x = clamp(uint(coords.x), 0x0U, 0xffU); uint tex_y = clamp(uint(coords.y), 0x0U, 0xffU); // Clamp to primitive limits tex_x = clamp(tex_x, frag_texture_limits[0], frag_texture_limits[2]); tex_y = clamp(tex_y, frag_texture_limits[1], frag_texture_limits[3]); // Texture window adjustments tex_x = (tex_x & frag_texture_window[0]) | frag_texture_window[1]; tex_y = (tex_y & frag_texture_window[2]) | frag_texture_window[3]; // Adjust x coordinate based on the texel color depth. uint tex_x_pix = tex_x / pix_per_hw; tex_x_pix += frag_texture_page.x; tex_y += frag_texture_page.y; vec4 texel = vram_get_pixel(tex_x_pix, tex_y); if (frag_depth_shift > 0U) { // 8 and 4bpp textures are paletted so we need to lookup the // real color in the CLUT // 8 and 4bpp textures contain several texels per 16bit VRAM // "pixel" float tex_x_float = coords.x / float(pix_per_hw); uint icolor = rebuild_psx_color(texel); // A little bitwise magic to get the index in the CLUT. 4bpp // textures have 4 texels per VRAM "pixel", 8bpp have 2. We need // to shift the current color to find the proper part of the // halfword and then mask away the rest. // Bits per pixel (4 or 8) uint bpp = 16U >> frag_depth_shift; // 0xf for 4bpp, 0xff for 8bpp uint mask = ((1U << bpp) - 1U); // 0...3 for 4bpp, 0...1 for 8bpp uint align = tex_x & ((1U << frag_depth_shift) - 1U); // 0, 4, 8 or 12 for 4bpp, 0 or 8 for 8bpp uint shift = (align * bpp); // Finally we have the index in the CLUT uint index = (icolor >> shift) & mask; uint clut_x = frag_clut.x + index; uint clut_y = frag_clut.y; // Look up the real color for the texel in the CLUT texel = vram_get_pixel(clut_x, clut_y); } ) #ifdef HAVE_OPENGLES3 STRINGIZE( return reinterpret_color(texel); ) #else STRINGIZE( return texel; ) #endif STRINGIZE( } ) #if defined(FILTER_SABR) || defined(FILTER_XBR) STRINGIZE( in vec2 tc; in vec4 xyp_1_2_3; in vec4 xyp_6_7_8; in vec4 xyp_11_12_13; in vec4 xyp_16_17_18; in vec4 xyp_21_22_23; in vec4 xyp_5_10_15; in vec4 xyp_9_14_9; float c_df(vec3 c1, vec3 c2) { vec3 df = abs(c1 - c2); return df.r + df.g + df.b; } const float coef = 2.0; ) #endif #ifdef FILTER_SABR STRINGIZE( // constants and functions for sabr const vec4 Ai = vec4( 1.0, -1.0, -1.0, 1.0); const vec4 B45 = vec4( 1.0, 1.0, -1.0, -1.0); const vec4 C45 = vec4( 1.5, 0.5, -0.5, 0.5); const vec4 B30 = vec4( 0.5, 2.0, -0.5, -2.0); const vec4 C30 = vec4( 1.0, 1.0, -0.5, 0.0); const vec4 B60 = vec4( 2.0, 0.5, -2.0, -0.5); const vec4 C60 = vec4( 2.0, 0.0, -1.0, 0.5); const vec4 M45 = vec4(0.4, 0.4, 0.4, 0.4); const vec4 M30 = vec4(0.2, 0.4, 0.2, 0.4); const vec4 M60 = M30.yxwz; const vec4 Mshift = vec4(0.2, 0.2, 0.2, 0.2); const vec4 threshold = vec4(0.32, 0.32, 0.32, 0.32); const vec3 lum = vec3(0.21, 0.72, 0.07); vec4 lum_to(vec3 v0, vec3 v1, vec3 v2, vec3 v3) { return vec4(dot(lum, v0), dot(lum, v1), dot(lum, v2), dot(lum, v3)); } vec4 lum_df(vec4 A, vec4 B) { return abs(A - B); } bvec4 lum_eq(vec4 A, vec4 B) { return lessThan(lum_df(A, B) , vec4(threshold)); } vec4 lum_wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { return lum_df(a, b) + lum_df(a, c) + lum_df(d, e) + lum_df(d, f) + 4.0 * lum_df(g, h); } //sabr vec4 get_texel_sabr() { // Store mask values vec3 P1 = sample_texel(xyp_1_2_3.xw ).rgb; vec3 P2 = sample_texel(xyp_1_2_3.yw ).rgb; vec3 P3 = sample_texel(xyp_1_2_3.zw ).rgb; vec3 P6 = sample_texel(xyp_6_7_8.xw ).rgb; vec3 P7 = sample_texel(xyp_6_7_8.yw ).rgb; vec3 P8 = sample_texel(xyp_6_7_8.zw ).rgb; vec3 P11 = sample_texel(xyp_11_12_13.xw).rgb; vec3 P12 = sample_texel(xyp_11_12_13.yw).rgb; vec3 P13 = sample_texel(xyp_11_12_13.zw).rgb; vec3 P16 = sample_texel(xyp_16_17_18.xw).rgb; vec3 P17 = sample_texel(xyp_16_17_18.yw).rgb; vec3 P18 = sample_texel(xyp_16_17_18.zw).rgb; vec3 P21 = sample_texel(xyp_21_22_23.xw).rgb; vec3 P22 = sample_texel(xyp_21_22_23.yw).rgb; vec3 P23 = sample_texel(xyp_21_22_23.zw).rgb; vec3 P5 = sample_texel(xyp_5_10_15.xy ).rgb; vec3 P10 = sample_texel(xyp_5_10_15.xz ).rgb; vec3 P15 = sample_texel(xyp_5_10_15.xw ).rgb; vec3 P9 = sample_texel(xyp_9_14_9.xy ).rgb; vec3 P14 = sample_texel(xyp_9_14_9.xz ).rgb; vec3 P19 = sample_texel(xyp_9_14_9.xw ).rgb; // Store luminance values of each point vec4 p7 = lum_to(P7, P11, P17, P13); vec4 p8 = lum_to(P8, P6, P16, P18); vec4 p11 = p7.yzwx; // P11, P17, P13, P7 vec4 p12 = lum_to(P12, P12, P12, P12); vec4 p13 = p7.wxyz; // P13, P7, P11, P17 vec4 p14 = lum_to(P14, P2, P10, P22); vec4 p16 = p8.zwxy; // P16, P18, P8, P6 vec4 p17 = p7.zwxy; // P11, P17, P13, P7 vec4 p18 = p8.wxyz; // P18, P8, P6, P16 vec4 p19 = lum_to(P19, P3, P5, P21); vec4 p22 = p14.wxyz; // P22, P14, P2, P10 vec4 p23 = lum_to(P23, P9, P1, P15); vec2 fp = fract(tc); vec4 ma45 = smoothstep(C45 - M45, C45 + M45, Ai * fp.y + B45 * fp.x); vec4 ma30 = smoothstep(C30 - M30, C30 + M30, Ai * fp.y + B30 * fp.x); vec4 ma60 = smoothstep(C60 - M60, C60 + M60, Ai * fp.y + B60 * fp.x); vec4 marn = smoothstep(C45 - M45 + Mshift, C45 + M45 + Mshift, Ai * fp.y + B45 * fp.x); vec4 e45 = lum_wd(p12, p8, p16, p18, p22, p14, p17, p13); vec4 econt = lum_wd(p17, p11, p23, p13, p7, p19, p12, p18); vec4 e30 = lum_df(p13, p16); vec4 e60 = lum_df(p8, p17); vec4 final45 = vec4(1.0); vec4 final30 = vec4(0.0); vec4 final60 = vec4(0.0); vec4 final36 = vec4(0.0); vec4 finalrn = vec4(0.0); vec4 px = step(lum_df(p12, p17), lum_df(p12, p13)); vec4 mac = final36 * max(ma30, ma60) + final30 * ma30 + final60 * ma60 + final45 * ma45 + finalrn * marn; vec3 res1 = P12; res1 = mix(res1, mix(P13, P17, px.x), mac.x); res1 = mix(res1, mix(P7 , P13, px.y), mac.y); res1 = mix(res1, mix(P11, P7 , px.z), mac.z); res1 = mix(res1, mix(P17, P11, px.w), mac.w); vec3 res2 = P12; res2 = mix(res2, mix(P17, P11, px.w), mac.w); res2 = mix(res2, mix(P11, P7 , px.z), mac.z); res2 = mix(res2, mix(P7 , P13, px.y), mac.y); res2 = mix(res2, mix(P13, P17, px.x), mac.x); float texel_alpha = sample_texel(vec2(frag_texture_coord.x, frag_texture_coord.y)).w; vec4 texel = vec4(mix(res1, res2, step(c_df(P12, res1), c_df(P12, res2))), texel_alpha); return texel; } ) #endif #ifdef FILTER_XBR STRINGIZE( const int BLEND_NONE = 0; const int BLEND_NORMAL = 1; const int BLEND_DOMINANT = 2; const float LUMINANCE_WEIGHT = 1.0; const float EQUAL_COLOR_TOLERANCE = 0.1176470588235294; const float STEEP_DIRECTION_THRESHOLD = 2.2; const float DOMINANT_DIRECTION_THRESHOLD = 3.6; const vec4 w = vec4(0.2627, 0.6780, 0.0593, 0.5); float DistYCbCr(vec4 pixA, vec4 pixB) { const float scaleB = 0.5 / (1.0 - w.b); const float scaleR = 0.5 / (1.0 - w.r); vec4 diff = pixA - pixB; float Y = dot(diff, w); float Cb = scaleB * (diff.b - Y); float Cr = scaleR * (diff.r - Y); return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr)); } bool IsPixEqual(const vec4 pixA, const vec4 pixB) { return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE); } float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale) { vec2 P0 = center - origin; vec2 proj = direction * (dot(P0, direction) / dot(direction, direction)); vec2 distv = P0 - proj; vec2 orth = vec2(-direction.y, direction.x); float side = sign(dot(P0, orth)); float v = side * length(distv * scale); // return step(0, v); return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v); } bool eq(vec4 a, vec4 b){ return (a == b); } bool neq(vec4 a, vec4 b){ return (a != b); } vec4 P(vec2 coord, int x, int y){ return sample_texel(coord + vec2(x, y)); } vec4 get_texel_xbr(out float opacity) { //--------------------------------------- // Input Pixel Mapping: -|x|x|x|- // x|A|B|C|x // x|D|E|F|x // x|G|H|I|x // -|x|x|x|- vec2 scale = vec2(8.0); vec2 pos = fract(frag_texture_coord.xy) - vec2(0.5, 0.5); vec2 coord = frag_texture_coord.xy - pos; vec4 A = P(coord, -1,-1); A.w = 1. - float(is_transparent(A)); vec4 B = P(coord, 0,-1); B.w = 1. - float(is_transparent(B)); vec4 C = P(coord, 1,-1); C.w = 1. - float(is_transparent(C)); vec4 D = P(coord, -1, 0); D.w = 1. - float(is_transparent(D)); vec4 E = P(coord, 0, 0); E.w = 1. - float(is_transparent(E)); vec4 F = P(coord, 1, 0); F.w = 1. - float(is_transparent(F)); vec4 G = P(coord, -1, 1); G.w = 1. - float(is_transparent(G)); vec4 H = P(coord, 0, 1); H.w = 1. - float(is_transparent(H)); vec4 I = P(coord, 1, 1); I.w = 1. - float(is_transparent(I)); // blendResult Mapping: x|y| // w|z| ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE); // Preprocess corners // Pixel Tap Mapping: -|-|-|-|- // -|-|B|C|- // -|D|E|F|x // -|G|H|I|x // -|-|x|x|- if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I)))) { float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(coord, 0,2), I) + DistYCbCr(I, P(coord, 2,0)) + (4.0 * DistYCbCr(H, F)); float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(coord, 1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(coord, 2,1)) + (4.0 * DistYCbCr(E, I)); bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I; blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE; } // Pixel Tap Mapping: -|-|-|-|- // -|A|B|-|- // x|D|E|F|- // x|G|H|I|- // -|x|x|-|- if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H)))) { float dist_G_E = DistYCbCr(P(coord, -2,1) , D) + DistYCbCr(D, B) + DistYCbCr(P(coord, -1,2), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E)); float dist_D_H = DistYCbCr(P(coord, -2,0) , G) + DistYCbCr(G, P(coord, 0,2)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H)); bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E; blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE; } // Pixel Tap Mapping: -|-|x|x|- // -|A|B|C|x // -|D|E|F|x // -|-|H|I|- // -|-|-|-|- if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F)))) { float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(coord, 1,-2)) + DistYCbCr(H, F) + DistYCbCr(F, P(coord, 2,-1)) + (4.0 * DistYCbCr(E, C)); float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(coord, 0,-2), C) + DistYCbCr(C, P(coord, 2,0)) + (4.0 * DistYCbCr(B, F)); bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C; blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE; } // Pixel Tap Mapping: -|x|x|-|- // x|A|B|C|- // x|D|E|F|- // -|G|H|-|- // -|-|-|-|- if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E)))) { float dist_D_B = DistYCbCr(P(coord, -2,0), A) + DistYCbCr(A, P(coord, 0,-2)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B)); float dist_A_E = DistYCbCr(P(coord, -2,-1), D) + DistYCbCr(D, H) + DistYCbCr(P(coord, -1,-2), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E)); bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E; blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE; } vec4 res = E; // Pixel Tap Mapping: -|-|-|-|- // -|-|B|C|- // -|D|E|F|x // -|G|H|I|x // -|-|x|x|- if(blendResult.z != BLEND_NONE) { float dist_F_G = DistYCbCr(F, G); float dist_H_C = DistYCbCr(H, C); bool doLineBlend = (blendResult.z == BLEND_DOMINANT || !((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I)))); vec2 origin = vec2(0.0, 1.0 / sqrt(2.0)); vec2 direction = vec2(1.0, -1.0); if(doLineBlend) { bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G); bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C); origin = haveShallowLine? vec2(0.0, 0.25) : vec2(0.0, 0.5); direction.x += haveShallowLine? 1.0: 0.0; direction.y -= haveSteepLine? 1.0: 0.0; } vec4 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H))); res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale)); } // Pixel Tap Mapping: -|-|-|-|- // -|A|B|-|- // x|D|E|F|- // x|G|H|I|- // -|x|x|-|- if(blendResult.w != BLEND_NONE) { float dist_H_A = DistYCbCr(H, A); float dist_D_I = DistYCbCr(D, I); bool doLineBlend = (blendResult.w == BLEND_DOMINANT || !((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G)))); vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0); vec2 direction = vec2(1.0, 1.0); if(doLineBlend) { bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A); bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I); origin = haveShallowLine? vec2(-0.25, 0.0) : vec2(-0.5, 0.0); direction.y += haveShallowLine? 1.0: 0.0; direction.x += haveSteepLine? 1.0: 0.0; } origin = origin; direction = direction; vec4 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H))); res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale)); } // Pixel Tap Mapping: -|-|x|x|- // -|A|B|C|x // -|D|E|F|x // -|-|H|I|- // -|-|-|-|- if(blendResult.y != BLEND_NONE) { float dist_B_I = DistYCbCr(B, I); float dist_F_A = DistYCbCr(F, A); bool doLineBlend = (blendResult.y == BLEND_DOMINANT || !((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C)))); vec2 origin = vec2(1.0 / sqrt(2.0), 0.0); vec2 direction = vec2(-1.0, -1.0); if(doLineBlend) { bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I); bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A); origin = haveShallowLine? vec2(0.25, 0.0) : vec2(0.5, 0.0); direction.y -= haveShallowLine? 1.0: 0.0; direction.x -= haveSteepLine? 1.0: 0.0; } vec4 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F))); res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale)); } // Pixel Tap Mapping: -|x|x|-|- // x|A|B|C|- // x|D|E|F|- // -|G|H|-|- // -|-|-|-|- if(blendResult.x != BLEND_NONE) { float dist_D_C = DistYCbCr(D, C); float dist_B_G = DistYCbCr(B, G); bool doLineBlend = (blendResult.x == BLEND_DOMINANT || !((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A)))); vec2 origin = vec2(0.0, -1.0 / sqrt(2.0)); vec2 direction = vec2(-1.0, 1.0); if(doLineBlend) { bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C); bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G); origin = haveShallowLine? vec2(0.0, -0.25) : vec2(0.0, -0.5); direction.x -= haveShallowLine? 1.0: 0.0; direction.y += haveSteepLine? 1.0: 0.0; } vec4 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D))); res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale)); } opacity = res.w; res.xyz = res.xyz * (1./opacity); return vec4(res); } ) #endif #ifdef FILTER_3POINT STRINGIZE( vec4 get_texel_3point(out float opacity) { float x = frag_texture_coord.x; float y = frag_texture_coord.y; // interpolate from centre of texel vec2 uv_frac = fract(vec2(x, y)) - vec2(0.5, 0.5); vec2 uv_offs = sign(uv_frac); uv_frac = abs(uv_frac); vec4 texel_00; if (uv_frac.x + uv_frac.y < 1.0) { // Use bottom-left texel_00 = sample_texel(frag_texture_coord.xy); } else { // Use top-right texel_00 = sample_texel(vec2(x + uv_offs.x, y + uv_offs.y)); float tmp = 1. - uv_frac.y; uv_frac.y = 1. - uv_frac.x; uv_frac.x = tmp; } vec4 texel_10 = sample_texel(vec2(x + uv_offs.x, y)); vec4 texel_01 = sample_texel(vec2(x, y + uv_offs.y)); float opacity_00 = 1. - float(is_transparent(texel_00)); float opacity_10 = 1. - float(is_transparent(texel_10)); float opacity_01 = 1. - float(is_transparent(texel_01)); vec4 texel = texel_00 + uv_frac.x * (texel_10 - texel_00) + uv_frac.y * (texel_01 - texel_00); opacity = opacity_00 + uv_frac.x * (opacity_10 - opacity_00) + uv_frac.y * (opacity_01 - opacity_00); // adjust colour to account for black transparent samples (assume rgb would be average of other pixels) texel.rgb = texel.rgb * (1./opacity); return texel; } ) #endif #ifdef FILTER_BILINEAR STRINGIZE( // Bilinear filtering vec4 get_texel_bilinear(out float opacity) { float x = frag_texture_coord.x; float y = frag_texture_coord.y; // interpolate from centre of texel vec2 uv_frac = fract(vec2(x, y)) - vec2(0.5, 0.5); vec2 uv_offs = sign(uv_frac); uv_frac = abs(uv_frac); // sample 4 nearest texels vec4 texel_00 = sample_texel(vec2(x + 0, y + 0)); vec4 texel_10 = sample_texel(vec2(x + uv_offs.x, y + 0)); vec4 texel_01 = sample_texel(vec2(x + 0, y + uv_offs.y)); vec4 texel_11 = sample_texel(vec2(x + uv_offs.x, y + uv_offs.y)); // test for fully transparent texel float opacity00 = 1. - float(is_transparent(texel_00)); float opacity10 = 1. - float(is_transparent(texel_10)); float opacity01 = 1. - float(is_transparent(texel_01)); float opacity11 = 1. - float(is_transparent(texel_11)); // average opacity of texels opacity = opacity00 * (1. - uv_frac.x) * (1. - uv_frac.y) + opacity10 * uv_frac.x * (1. - uv_frac.y) + opacity01 * (1. - uv_frac.x) * uv_frac.y + opacity11 * uv_frac.x * uv_frac.y; // average samples vec4 texel = texel_00 * (1. - uv_frac.x) * (1. - uv_frac.y) + texel_10 * uv_frac.x * (1. - uv_frac.y) + texel_01 * (1. - uv_frac.x) * uv_frac.y + texel_11 * uv_frac.x * uv_frac.y; // adjust colour to account for black transparent samples (assume rgb would be average of other pixels) texel.rgb = texel.rgb * (1./opacity); return texel; } ) #endif #ifdef FILTER_JINC2 STRINGIZE( const float JINC2_WINDOW_SINC = 0.44; const float JINC2_SINC = 0.82; const float JINC2_AR_STRENGTH = 0.8; const float halfpi = 1.5707963267948966192313216916398; const float pi = 3.1415926535897932384626433832795; const float wa = 1.382300768; const float wb = 2.576105976; // Calculates the distance between two points float d(vec2 pt1, vec2 pt2) { vec2 v = pt2 - pt1; return sqrt(dot(v,v)); } vec4 min4(vec4 a, vec4 b, vec4 c, vec4 d) { return min(a, min(b, min(c, d))); } vec4 max4(vec4 a, vec4 b, vec4 c, vec4 d) { return max(a, max(b, max(c, d))); } vec4 resampler(vec4 x) { vec4 res; // res = (x==vec4(0.0, 0.0, 0.0, 0.0)) ? vec4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x); // Need to use mix(.., equal(..)) since we want zero check to be component wise res = mix(sin(x*wa)*sin(x*wb)/(x*x), vec4(wa*wb), equal(x,vec4(0.0, 0.0, 0.0, 0.0))); return res; } vec4 get_texel_jinc2(out float opacity) { vec4 color; vec4 weights[4]; vec2 dx = vec2(1.0, 0.0); vec2 dy = vec2(0.0, 1.0); vec2 pc = frag_texture_coord.xy; vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5)); 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))); weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx ))); 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))); 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))); dx = dx; dy = dy; tc = tc; vec4 c00 = sample_texel(tc -dx -dy); c00.w = 1. - float(is_transparent(c00)); vec4 c10 = sample_texel(tc -dy); c10.w = 1. - float(is_transparent(c10)); vec4 c20 = sample_texel(tc +dx -dy); c20.w = 1. - float(is_transparent(c20)); vec4 c30 = sample_texel(tc+2.0*dx -dy); c30.w = 1. - float(is_transparent(c30)); vec4 c01 = sample_texel(tc -dx ); c01.w = 1. - float(is_transparent(c01)); vec4 c11 = sample_texel(tc ); c11.w = 1. - float(is_transparent(c11)); vec4 c21 = sample_texel(tc +dx ); c21.w = 1. - float(is_transparent(c21)); vec4 c31 = sample_texel(tc+2.0*dx ); c31.w = 1. - float(is_transparent(c31)); vec4 c02 = sample_texel(tc -dx +dy); c02.w = 1. - float(is_transparent(c02)); vec4 c12 = sample_texel(tc +dy); c12.w = 1. - float(is_transparent(c12)); vec4 c22 = sample_texel(tc +dx +dy); c22.w = 1. - float(is_transparent(c22)); vec4 c32 = sample_texel(tc+2.0*dx +dy); c32.w = 1. - float(is_transparent(c32)); vec4 c03 = sample_texel(tc -dx+2.0*dy); c03.w = 1. - float(is_transparent(c03)); vec4 c13 = sample_texel(tc +2.0*dy); c13.w = 1. - float(is_transparent(c13)); vec4 c23 = sample_texel(tc +dx+2.0*dy); c23.w = 1. - float(is_transparent(c23)); vec4 c33 = sample_texel(tc+2.0*dx+2.0*dy); c33.w = 1. - float(is_transparent(c33)); color = sample_texel(frag_texture_coord.xy); // Get min/max samples vec4 min_sample = min4(c11, c21, c12, c22); vec4 max_sample = max4(c11, c21, c12, c22); color = vec4(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)), dot(weights[0], vec4(c00.w, c10.w, c20.w, c30.w))); color+= vec4(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)), dot(weights[1], vec4(c01.w, c11.w, c21.w, c31.w))); color+= vec4(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)), dot(weights[2], vec4(c02.w, c12.w, c22.w, c32.w))); color+= vec4(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)), dot(weights[3], vec4(c03.w, c13.w, c23.w, c33.w))); 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))); // Anti-ringing vec4 aux = color; color = clamp(color, min_sample, max_sample); color = mix(aux, color, JINC2_AR_STRENGTH); // final sum and weight normalization vec4 texel = vec4(color); opacity = texel.w; texel.rgb = texel.rgb * (1./opacity); return texel; } ) #endif STRINGIZE( void main() { vec4 color; float opacity=1.; if (frag_texture_blend_mode == BLEND_MODE_NO_TEXTURE) { color = vec4(frag_shading_color, 0.); } else { vec4 texel; vec4 texel0 = sample_texel(vec2(frag_texture_coord.x, frag_texture_coord.y)); opacity = float(!is_transparent(texel0)); ) #if defined(FILTER_SABR) STRINGIZE( texel = get_texel_sabr(); ) #elif defined(FILTER_XBR) STRINGIZE( texel = get_texel_xbr(opacity); ) #elif defined(FILTER_BILINEAR) STRINGIZE( texel = get_texel_bilinear(opacity); texel0 = texel; // use bilinear lookup for all tests to smooth edges ) #elif defined(FILTER_3POINT) STRINGIZE( texel = get_texel_3point(opacity); texel0 = texel; ) #elif defined(FILTER_JINC2) STRINGIZE( texel = get_texel_jinc2(opacity); ) #else STRINGIZE( texel = texel0; //use nearest if nothing else is chosen ) #endif STRINGIZE( // texel color 0x0000 is always fully transparent (even for opaque // draw commands) // if (is_transparent(texel0)) { if(opacity < 0.5) { // Fully transparent texel, discard discard; } // Bit 15 (stored in the alpha) is used as a flag for // semi-transparency, but only if this is a semi-transparent draw // command uint transparency_flag = uint(floor(texel0.a + 0.5)); uint is_texel_semi_transparent = transparency_flag & frag_semi_transparent; if (is_texel_semi_transparent != draw_semi_transparent) { // We're not drawing those texels in this pass, discard discard; } if (frag_texture_blend_mode == BLEND_MODE_RAW_TEXTURE) { color = texel; } else /* BLEND_MODE_TEXTURE_BLEND */ { // Blend the texel with the shading color. `frag_shading_color` // is multiplied by two so that it can be used to darken or // lighten the texture as needed. The result of the // multiplication should be saturated to 1.0 (0xff) but I think // OpenGL will take care of that since the output buffer holds // integers. The alpha/mask bit bit is taken directly from the // texture however. color = vec4(frag_shading_color * 2. * texel.rgb, texel.a); } } // 4x4 dithering pattern scaled by `dither_scaling` uint x_dither = (uint(gl_FragCoord.x) / dither_scaling) & 3U; uint y_dither = (uint(gl_FragCoord.y) / dither_scaling) & 3U; // The multiplication by `frag_dither` will result in // `dither_offset` being 0 if dithering is disabled int dither_offset = dither_pattern[y_dither * 4U + x_dither] * int(frag_dither); float dither = float(dither_offset) / 255.; frag_color = color + vec4(dither, dither, dither, 0.); } ); #undef command_fragment_name_