mirror of
https://gitlab.com/skysthelimit.dev/selenite.git
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178 lines
5.3 KiB
GLSL
178 lines
5.3 KiB
GLSL
/*
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4xGLSLHqFilter shader
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Copyright (C) 2005 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec4 t1;
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COMPAT_VARYING vec4 t2;
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COMPAT_VARYING vec4 t3;
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COMPAT_VARYING vec4 t4;
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COMPAT_VARYING vec4 t5;
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COMPAT_VARYING vec4 t6;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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// compatibility #defines
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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TEX0.xy = TexCoord.xy;
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float x = 0.5 * SourceSize.z;
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float y = 0.5 * SourceSize.w;
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vec2 dg1 = vec2( x, y);
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vec2 dg2 = vec2(-x, y);
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vec2 sd1 = dg1 * 0.5;
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vec2 sd2 = dg2 * 0.5;
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vec2 ddx = vec2(x, 0.0);
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vec2 ddy = vec2(0.0, y);
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t1 = vec4(vTexCoord - sd1, vTexCoord - ddy);
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t2 = vec4(vTexCoord - sd2, vTexCoord + ddx);
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t3 = vec4(vTexCoord + sd1, vTexCoord + ddy);
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t4 = vec4(vTexCoord + sd2, vTexCoord - ddx);
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t5 = vec4(vTexCoord - dg1, vTexCoord - dg2);
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t6 = vec4(vTexCoord + dg1, vTexCoord + dg2);
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec4 t1;
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COMPAT_VARYING vec4 t2;
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COMPAT_VARYING vec4 t3;
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COMPAT_VARYING vec4 t4;
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COMPAT_VARYING vec4 t5;
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COMPAT_VARYING vec4 t6;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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float mx = 1.0; // start smoothing wt.
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float k = -1.10; // wt. decrease factor
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float max_w = 0.75; // max filter weight
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float min_w = 0.03; // min filter weight
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float lum_add = 0.33; // affects smoothing
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vec3 dt = vec3(1.0);
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void main()
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{
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vec3 c = COMPAT_TEXTURE(Source, vTexCoord).xyz;
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vec3 i1 = COMPAT_TEXTURE(Source, t1.xy).xyz;
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vec3 i2 = COMPAT_TEXTURE(Source, t2.xy).xyz;
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vec3 i3 = COMPAT_TEXTURE(Source, t3.xy).xyz;
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vec3 i4 = COMPAT_TEXTURE(Source, t4.xy).xyz;
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vec3 o1 = COMPAT_TEXTURE(Source, t5.xy).xyz;
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vec3 o3 = COMPAT_TEXTURE(Source, t6.xy).xyz;
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vec3 o2 = COMPAT_TEXTURE(Source, t5.zw).xyz;
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vec3 o4 = COMPAT_TEXTURE(Source, t6.zw).xyz;
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vec3 s1 = COMPAT_TEXTURE(Source, t1.zw).xyz;
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vec3 s2 = COMPAT_TEXTURE(Source, t2.zw).xyz;
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vec3 s3 = COMPAT_TEXTURE(Source, t3.zw).xyz;
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vec3 s4 = COMPAT_TEXTURE(Source, t4.zw).xyz;
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float ko1=dot(abs(o1-c),dt);
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float ko2=dot(abs(o2-c),dt);
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float ko3=dot(abs(o3-c),dt);
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float ko4=dot(abs(o4-c),dt);
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float k1=min(dot(abs(i1-i3),dt),max(ko1,ko3));
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float k2=min(dot(abs(i2-i4),dt),max(ko2,ko4));
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float w1 = k2; if(ko3<ko1) w1*=ko3/ko1;
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float w2 = k1; if(ko4<ko2) w2*=ko4/ko2;
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float w3 = k2; if(ko1<ko3) w3*=ko1/ko3;
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float w4 = k1; if(ko2<ko4) w4*=ko2/ko4;
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c=(w1*o1+w2*o2+w3*o3+w4*o4+0.001*c)/(w1+w2+w3+w4+0.001);
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w1 = k*dot(abs(i1-c)+abs(i3-c),dt)/(0.125*dot(i1+i3,dt)+lum_add);
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w2 = k*dot(abs(i2-c)+abs(i4-c),dt)/(0.125*dot(i2+i4,dt)+lum_add);
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w3 = k*dot(abs(s1-c)+abs(s3-c),dt)/(0.125*dot(s1+s3,dt)+lum_add);
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w4 = k*dot(abs(s2-c)+abs(s4-c),dt)/(0.125*dot(s2+s4,dt)+lum_add);
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w1 = clamp(w1+mx,min_w,max_w);
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w2 = clamp(w2+mx,min_w,max_w);
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w3 = clamp(w3+mx,min_w,max_w);
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w4 = clamp(w4+mx,min_w,max_w);
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FragColor = vec4((w1*(i1+i3)+w2*(i2+i4)+w3*(s1+s3)+w4*(s2+s4)+c)/(2.0*(w1+w2+w3+w4)+1.0), 1.0);
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}
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#endif
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