mirror of
https://gitlab.com/skysthelimit.dev/selenite.git
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173 lines
4.8 KiB
GLSL
173 lines
4.8 KiB
GLSL
/*
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Copyright (C) 2006 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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/*
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The AdvancedAA shader is well used to:
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- AA 2xscaled gfx. to its 4x absolute size,
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- AA hi-res "screens" (640x480) to their 2x size or,
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- AA gfx. back to it's original size (looks nice above 640x480, set scaling to 1.0)
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*/
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#pragma parameter AA_RESOLUTION_X "AA Input Res X" 0.0 0.0 1920.0 1.0
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#pragma parameter AA_RESOLUTION_Y "AA Input Res Y" 0.0 0.0 1920.0 1.0
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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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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 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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#define vTexCoord TEX0.xy
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float AA_RESOLUTION_X;
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uniform COMPAT_PRECISION float AA_RESOLUTION_Y;
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#else
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#define AA_RESOLUTION_X 0.0
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#define AA_RESOLUTION_Y 0.0
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#endif
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#define AA_RESOLUTION_X_DEF SourceSize.x
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#define AA_RESOLUTION_Y_DEF SourceSize.y
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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 = vec2(1.0/((AA_RESOLUTION_X == 0.0) ? AA_RESOLUTION_X_DEF : AA_RESOLUTION_X), 1.0/((AA_RESOLUTION_Y == 0.0) ? AA_RESOLUTION_Y_DEF : AA_RESOLUTION_Y));
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float dx = ps.x*0.5;
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float dy = ps.y*0.5;
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t1.xy = vTexCoord + vec2(-dx, 0);
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t2.xy = vTexCoord + vec2( dx, 0);
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t3.xy = vTexCoord + vec2( 0,-dy);
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t4.xy = vTexCoord + vec2( 0, dy);
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t1.zw = vTexCoord + vec2(-dx,-dy);
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t2.zw = vTexCoord + vec2(-dx, dy);
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t3.zw = vTexCoord + vec2( dx,-dy);
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t4.zw = vTexCoord + vec2( dx, dy);
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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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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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vec3 dt = vec3(1.,1.,1.);
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void main()
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{
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vec3 c00 = COMPAT_TEXTURE(Source, t1.zw).xyz;
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vec3 c10 = COMPAT_TEXTURE(Source, t3.xy).xyz;
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vec3 c20 = COMPAT_TEXTURE(Source, t3.zw).xyz;
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vec3 c01 = COMPAT_TEXTURE(Source, t1.xy).xyz;
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vec3 c11 = COMPAT_TEXTURE(Source, vTexCoord).xyz;
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vec3 c21 = COMPAT_TEXTURE(Source, t2.xy).xyz;
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vec3 c02 = COMPAT_TEXTURE(Source, t2.zw).xyz;
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vec3 c12 = COMPAT_TEXTURE(Source, t4.xy).xyz;
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vec3 c22 = COMPAT_TEXTURE(Source, t4.zw).xyz;
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float d1=dot(abs(c00-c22),dt)+0.0001;
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float d2=dot(abs(c20-c02),dt)+0.0001;
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float hl=dot(abs(c01-c21),dt)+0.0001;
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float vl=dot(abs(c10-c12),dt)+0.0001;
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float k1=0.5*(hl+vl);
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float k2=0.5*(d1+d2);
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vec3 t1=(hl*(c10+c12)+vl*(c01+c21)+k1*c11)/(2.5*(hl+vl));
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vec3 t2=(d1*(c20+c02)+d2*(c00+c22)+k2*c11)/(2.5*(d1+d2));
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k1=dot(abs(t1-c11),dt)+0.0001;
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k2=dot(abs(t2-c11),dt)+0.0001;
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FragColor = vec4((k1*t2+k2*t1)/(k1+k2),1);
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}
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#endif
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