mirror of
https://gitlab.com/skysthelimit.dev/selenite.git
synced 2025-06-17 19:12:07 -05:00
178 lines
5.1 KiB
GLSL
178 lines
5.1 KiB
GLSL
/*
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ScaleFX - Pass 4
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by Sp00kyFox, 2017-03-01
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Filter: Nearest
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Scale: 3x
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ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
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originally intended as an improvement upon Scale3x but became a new filter in
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its own right.
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ScaleFX interpolates edges up to level 6 and makes smooth transitions between
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different slopes. The filtered picture will only consist of colours present
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in the original.
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Pass 4 outputs subpixels based on previously calculated tags.
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Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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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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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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uniform COMPAT_PRECISION vec2 PassPrev5TextureSize;
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uniform COMPAT_PRECISION vec2 PassPrev5InputSize;
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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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// vertex 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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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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vec2 ps = 1.0/PassPrev5TextureSize;
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float dx = ps.x, dy = ps.y;
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t1 = TEX0.xxxy + vec4( 0., -dx, -2.*dx, 0.); // E, D, D0
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t2 = TEX0.xyxy + vec4(dx, 0, 2.*dx, 0.); // F, F0
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t3 = TEX0.xyxy + vec4( 0., -dy, 0., -2.*dy); // B, B0
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t4 = TEX0.xyxy + vec4( 0., dy, 0., 2.*dy); // H, H0
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}
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#elif defined(FRAGMENT)
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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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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out COMPAT_PRECISION 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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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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uniform sampler2D PassPrev5Texture;
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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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// fragment 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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// extract corners
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vec4 loadCrn(vec4 x){
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return floor(mod(x*80. + 0.5, 9.));
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}
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// extract mids
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vec4 loadMid(vec4 x){
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return floor(mod(x*8.888888 + 0.055555, 9.));
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}
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void main()
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{
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/* grid corners mids
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B x y x
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D E F w y
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H w z z
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*/
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// read data
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vec4 E = COMPAT_TEXTURE(Source, vTexCoord);
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// extract data
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vec4 crn = loadCrn(E);
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vec4 mid = loadMid(E);
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// determine subpixel
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vec2 fp = floor(3.0 * fract(vTexCoord * SourceSize.xy));
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float sp = fp.y == 0. ? (fp.x == 0. ? crn.x : fp.x == 1. ? mid.x : crn.y) : (fp.y == 1. ? (fp.x == 0. ? mid.w : fp.x == 1. ? 0. : mid.y) : (fp.x == 0. ? crn.w : fp.x == 1. ? mid.z : crn.z));
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// output coordinate - 0 = E, 1 = D, 2 = D0, 3 = F, 4 = F0, 5 = B, 6 = B0, 7 = H, 8 = H0
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vec2 res = sp == 0. ? vec2(0.,0.) : sp == 1. ? vec2(-1.,0.) : sp == 2. ? vec2(-2.,0.) : sp == 3. ? vec2(1.,0.) : sp == 4. ? vec2(2.,0.) : sp == 5. ? vec2(0,-1) : sp == 6. ? vec2(0.,-2.) : sp == 7. ? vec2(0.,1.) : vec2(0.,2.);
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// ouput
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FragColor = COMPAT_TEXTURE(PassPrev5Texture, vTexCoord + res / SourceSize.xy);
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}
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#endif
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