diff options
| author | Nadia Holmquist Pedersen <nadia@nhp.sh> | 2020-06-03 13:54:28 +0200 | 
|---|---|---|
| committer | Nadia Holmquist Pedersen <nadia@nhp.sh> | 2020-06-03 13:54:28 +0200 | 
| commit | f9f366e296a68be0aa2eb7bfd0552da31896a18c (patch) | |
| tree | f52760d5505b84074a9c1b50b4fe16e40035ba06 /src/GPU_OpenGL_shaders.h | |
| parent | b746c0b7279d1f5b4bcfd02c115b09d583e9df4f (diff) | |
| parent | d6332f96f162849ad0dde2738cacd3fae6e76e5d (diff) | |
Merge remote-tracking branch 'remotes/upstream/master' into feature/qt-platform
# Conflicts:
#	src/frontend/qt_sdl/CMakeLists.txt
#	src/frontend/qt_sdl/Platform.cpp
#	src/frontend/qt_sdl/main.cpp
Diffstat (limited to 'src/GPU_OpenGL_shaders.h')
| -rw-r--r-- | src/GPU_OpenGL_shaders.h | 867 | 
1 files changed, 867 insertions, 0 deletions
| diff --git a/src/GPU_OpenGL_shaders.h b/src/GPU_OpenGL_shaders.h new file mode 100644 index 0000000..20ac767 --- /dev/null +++ b/src/GPU_OpenGL_shaders.h @@ -0,0 +1,867 @@ +/* +    Copyright 2016-2020 Arisotura + +    This file is part of melonDS. + +    melonDS is free software: you can redistribute it and/or modify it under +    the terms of the GNU General Public License as published by the Free +    Software Foundation, either version 3 of the License, or (at your option) +    any later version. + +    melonDS 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 General Public License for more details. + +    You should have received a copy of the GNU General Public License along +    with melonDS. If not, see http://www.gnu.org/licenses/. +*/ + +#ifndef GPU_OPENGL_SHADERS_H +#define GPU_OPENGL_SHADERS_H + +const char* kCompositorVS = R"(#version 140 + +in vec2 vPosition; + +smooth out vec2 fTexcoord; + +void main() +{ +    vec4 fpos; +    fpos.xy = vPosition; +    fpos.z = 0.0; +    fpos.w = 1.0; + +    gl_Position = fpos; +    fTexcoord = (vPosition + vec2(1.0, 1.0)) * (vec2(256.0, 384.0) / 2.0); +} +)"; + +const char* kCompositorFS_Nearest = R"(#version 140 + +uniform uint u3DScale; + +uniform usampler2D ScreenTex; +uniform sampler2D _3DTex; + +smooth in vec2 fTexcoord; + +out vec4 oColor; + +void main() +{ +    ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0)); + +    ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0)); +    int dispmode = mbright.b & 0x3; + +    if (dispmode == 1) +    { +        ivec4 val1 = pixel; +        ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0)); +        ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0)); + +        int compmode = val3.a & 0xF; +        int eva, evb, evy; + +        if (compmode == 4) +        { +            // 3D on top, blending + +            float xpos = val3.r + fract(fTexcoord.x); +            float ypos = mod(fTexcoord.y, 192); +            ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra +                         * vec4(63,63,63,31)); + +            if (_3dpix.a > 0) +            { +                eva = (_3dpix.a & 0x1F) + 1; +                evb = 32 - eva; + +                val1 = ((_3dpix * eva) + (val1 * evb)) >> 5; +                if (eva <= 16) val1 += ivec4(1,1,1,0); +                val1 = min(val1, 0x3F); +            } +            else +                val1 = val2; +        } +        else if (compmode == 1) +        { +            // 3D on bottom, blending + +            float xpos = val3.r + fract(fTexcoord.x); +            float ypos = mod(fTexcoord.y, 192); +            ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra +                         * vec4(63,63,63,31)); + +            if (_3dpix.a > 0) +            { +                eva = val3.g; +                evb = val3.b; + +                val1 = ((val1 * eva) + (_3dpix * evb)) >> 4; +                val1 = min(val1, 0x3F); +            } +            else +                val1 = val2; +        } +        else if (compmode <= 3) +        { +            // 3D on top, normal/fade + +            float xpos = val3.r + fract(fTexcoord.x); +            float ypos = mod(fTexcoord.y, 192); +            ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra +                         * vec4(63,63,63,31)); + +            if (_3dpix.a > 0) +            { +                evy = val3.g; + +                val1 = _3dpix; +                if      (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4; +                else if (compmode == 3) val1 -= (val1 * evy) >> 4; +            } +            else +                val1 = val2; +        } + +        pixel = val1; +    } + +    if (dispmode != 0) +    { +        int brightmode = mbright.g >> 6; +        if (brightmode == 1) +        { +            // up +            int evy = mbright.r & 0x1F; +            if (evy > 16) evy = 16; + +            pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4; +        } +        else if (brightmode == 2) +        { +            // down +            int evy = mbright.r & 0x1F; +            if (evy > 16) evy = 16; + +            pixel -= (pixel * evy) >> 4; +        } +    } + +    pixel.rgb <<= 2; +    pixel.rgb |= (pixel.rgb >> 6); + +    // TODO: filters + +    oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0); +} +)"; + + + +const char* kCompositorFS_Linear = R"(#version 140 + +uniform uint u3DScale; + +uniform usampler2D ScreenTex; +uniform sampler2D _3DTex; + +smooth in vec2 fTexcoord; + +out vec4 oColor; + +ivec4 Get3DPixel(vec2 pos) +{ +    return ivec4(texelFetch(_3DTex, ivec2(pos*u3DScale), 0).bgra +         * vec4(63,63,63,31)); +} + +ivec4 GetFullPixel(ivec4 val1, ivec4 val2, ivec4 val3, ivec4 _3dpix) +{ +    int compmode = val3.a & 0xF; +    int eva, evb, evy; + +    if (compmode == 4) +    { +        // 3D on top, blending + +        if (_3dpix.a > 0) +        { +            eva = (_3dpix.a & 0x1F) + 1; +            evb = 32 - eva; + +            val1 = ((_3dpix * eva) + (val1 * evb)) >> 5; +            if (eva <= 16) val1 += ivec4(1,1,1,0); +            val1 = min(val1, 0x3F); +        } +        else +            val1 = val2; +    } +    else if (compmode == 1) +    { +        // 3D on bottom, blending + +        if (_3dpix.a > 0) +        { +            eva = val3.g; +            evb = val3.b; + +            val1 = ((val1 * eva) + (_3dpix * evb)) >> 4; +            val1 = min(val1, 0x3F); +        } +        else +            val1 = val2; +    } +    else if (compmode <= 3) +    { +        // 3D on top, normal/fade + +        if (_3dpix.a > 0) +        { +            evy = val3.g; + +            val1 = _3dpix; +            if      (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4; +            else if (compmode == 3) val1 -= (val1 * evy) >> 4; +        } +        else +            val1 = val2; +    } + +    return val1; +} + +ivec4 imix(ivec4 a, ivec4 b, float x) +{ +    return ivec4(vec4(a)*(1-x) + vec4(b)*x); +} + +void main() +{ +    ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0)); + +    ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0)); +    int dispmode = mbright.b & 0x3; + +    if (dispmode == 1) +    { +        ivec4 val1 = pixel; +        ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0)); +        ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0)); + +        float xfract = fract(fTexcoord.x); +        float yfract = fract(fTexcoord.y); + +        float xpos = val3.r + xfract; +        float ypos = mod(fTexcoord.y, 192); +        ivec4 _3dpix = Get3DPixel(vec2(xpos,ypos)); + +        ivec4 p00 = GetFullPixel(val1, val2, val3, _3dpix); + +        int xdisp = 1 - int(step(255, fTexcoord.x)); +        int ydisp = 1 - int(step(191, ypos)); + +        ivec4 p01 = GetFullPixel(ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+0  ,0), 0)), +                                 ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+256,0), 0)), +                                 ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+512,0), 0)), +                                 _3dpix); + +        ivec4 p10 = GetFullPixel(ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(0+0  ,ydisp), 0)), +                                 ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(0+256,ydisp), 0)), +                                 ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(0+512,ydisp), 0)), +                                 _3dpix); + +        ivec4 p11 = GetFullPixel(ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+0  ,ydisp), 0)), +                                 ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+256,ydisp), 0)), +                                 ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+512,ydisp), 0)), +                                 _3dpix); + +        ivec4 pa = imix(p00, p01, xfract); +        ivec4 pb = imix(p10, p11, xfract); + +        pixel = imix(pa, pb, yfract); +    } + +    if (dispmode != 0) +    { +        int brightmode = mbright.g >> 6; +        if (brightmode == 1) +        { +            // up +            int evy = mbright.r & 0x1F; +            if (evy > 16) evy = 16; + +            pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4; +        } +        else if (brightmode == 2) +        { +            // down +            int evy = mbright.r & 0x1F; +            if (evy > 16) evy = 16; + +            pixel -= (pixel * evy) >> 4; +        } +    } + +    pixel.rgb <<= 2; +    pixel.rgb |= (pixel.rgb >> 6); + +    // TODO: filters + +    oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0); +} +)"; + + + + + + +// HUGE TEST ZONE ARRLGD + +const char* kCompositorVS_xBRZ = R"(#version 140 + +#define BLEND_NONE 0 +#define BLEND_NORMAL 1 +#define BLEND_DOMINANT 2 +#define LUMINANCE_WEIGHT 1.0 +#define EQUAL_COLOR_TOLERANCE 30.0/255.0 +#define STEEP_DIRECTION_THRESHOLD 2.2 +#define DOMINANT_DIRECTION_THRESHOLD 3.6 + +#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 vec2 vPosition; +COMPAT_VARYING vec4 TEX0; +COMPAT_VARYING vec4 t1; +COMPAT_VARYING vec4 t2; +COMPAT_VARYING vec4 t3; +COMPAT_VARYING vec4 t4; +COMPAT_VARYING vec4 t5; +COMPAT_VARYING vec4 t6; +COMPAT_VARYING vec4 t7; + +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() +{ +    vec4 fpos; +    fpos.xy = vPosition; +    fpos.z = 0.0; +    fpos.w = 1.0; + +    gl_Position = fpos; +    vec2 TexCoord = (vPosition + vec2(1.0, 1.0)) * (vec2(256.0, 384.0) / 2.0); + + +    //gl_Position = MVPMatrix * VertexCoord; +    //COL0 = COLOR; +    TEX0.xy = TexCoord.xy; +	vec2 ps = vec2(1,1);//vec2(SourceSize.z, SourceSize.w); +	float dx = ps.x; +	float dy = ps.y; + +	 //  A1 B1 C1 +	// A0 A  B  C C4 +	// D0 D  E  F F4 +	// G0 G  H  I I4 +	 //  G5 H5 I5 + +	t1 = vTexCoord.xxxy + vec4( -dx, 0.0, dx,-2.0*dy); // A1 B1 C1 +	t2 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, -dy);    //  A  B  C +	t3 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 0.0);    //  D  E  F +	t4 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, dy);     //  G  H  I +	t5 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 2.0*dy); // G5 H5 I5 +	t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0.0, dy);  // A0 D0 G0 +	t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0.0, dy);  // C4 F4 I4 +} +)"; + +const char* kCompositorFS_xBRZ = R"(#version 140 + +#define BLEND_NONE 0 +#define BLEND_NORMAL 1 +#define BLEND_DOMINANT 2 +#define LUMINANCE_WEIGHT 1.0 +#define EQUAL_COLOR_TOLERANCE 30.0/255.0 +#define STEEP_DIRECTION_THRESHOLD 2.2 +#define DOMINANT_DIRECTION_THRESHOLD 3.6 + +#if __VERSION__ >= 130 +#define COMPAT_VARYING in +//#define COMPAT_TEXTURE texture +#define FragColor oColor +#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 uint u3DScale; + +uniform usampler2D ScreenTex; +uniform sampler2D _3DTex; + +smooth in vec2 fTexcoord; + +out vec4 oColor; + +//uniform COMPAT_PRECISION vec2 OutputSize; +//uniform COMPAT_PRECISION vec2 TextureSize; +#define TextureSize vec2(256,384) +//uniform COMPAT_PRECISION vec2 InputSize; +//uniform sampler2D Texture; +#define Texture 1312 +COMPAT_VARYING vec4 TEX0; +COMPAT_VARYING vec4 t1; +COMPAT_VARYING vec4 t2; +COMPAT_VARYING vec4 t3; +COMPAT_VARYING vec4 t4; +COMPAT_VARYING vec4 t5; +COMPAT_VARYING vec4 t6; +COMPAT_VARYING vec4 t7; + +// 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) + +	const float  one_sixth = 1.0 / 6.0; +	const float  two_sixth = 2.0 / 6.0; +	const float four_sixth = 4.0 / 6.0; +	const float five_sixth = 5.0 / 6.0; + +vec4 Get2DPixel(vec2 texcoord, int level) +{ +    ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(texcoord) + ivec2(level*256,0), 0)); + +    return vec4(pixel) / vec4(63.0, 63.0, 63.0, 31.0); +} + +ivec4 Get3DPixel(vec2 pos) +{ +    return ivec4(texelFetch(_3DTex, ivec2(pos*u3DScale), 0).bgra +         * vec4(63,63,63,31)); +} + +float reduce(const vec3 color) +{ +    return dot(color, vec3(65536.0, 256.0, 1.0)); +} + +float DistYCbCr(const vec3 pixA, const vec3 pixB) +{ +    const vec3 w = vec3(0.2627, 0.6780, 0.0593); +    const float scaleB = 0.5 / (1.0 - w.b); +    const float scaleR = 0.5 / (1.0 - w.r); +    vec3 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 vec3 pixA, const vec3 pixB) +{ +    return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE); +} + +bool IsBlendingNeeded(const ivec4 blend) +{ +    return any(notEqual(blend, ivec4(BLEND_NONE))); +} + +//--------------------------------------- +// Input Pixel Mapping:    --|21|22|23|-- +//                         19|06|07|08|09 +//                         18|05|00|01|10 +//                         17|04|03|02|11 +//                         --|15|14|13|-- +// +// Output Pixel Mapping: 20|21|22|23|24|25 +//                       19|06|07|08|09|26 +//                       18|05|00|01|10|27 +//                       17|04|03|02|11|28 +//                       16|15|14|13|12|29 +//                       35|34|33|32|31|30 + +ivec4 GetFiltered2DPixel(int level) +{ +    vec2 f = fract(vTexCoord.xy);// * SourceSize.xy); + +    //--------------------------------------- +    // Input Pixel Mapping:  20|21|22|23|24 +    //                       19|06|07|08|09 +    //                       18|05|00|01|10 +    //                       17|04|03|02|11 +    //                       16|15|14|13|12 + +    vec3 src[25]; + +    src[21] = Get2DPixel(t1.xw, level).rgb; +    src[22] = Get2DPixel(t1.yw, level).rgb; +    src[23] = Get2DPixel(t1.zw, level).rgb; +    src[ 6] = Get2DPixel(t2.xw, level).rgb; +    src[ 7] = Get2DPixel(t2.yw, level).rgb; +    src[ 8] = Get2DPixel(t2.zw, level).rgb; +    src[ 5] = Get2DPixel(t3.xw, level).rgb; +    src[ 0] = Get2DPixel(t3.yw, level).rgb; +    src[ 1] = Get2DPixel(t3.zw, level).rgb; +    src[ 4] = Get2DPixel(t4.xw, level).rgb; +    src[ 3] = Get2DPixel(t4.yw, level).rgb; +    src[ 2] = Get2DPixel(t4.zw, level).rgb; +    src[15] = Get2DPixel(t5.xw, level).rgb; +    src[14] = Get2DPixel(t5.yw, level).rgb; +    src[13] = Get2DPixel(t5.zw, level).rgb; +    src[19] = Get2DPixel(t6.xy, level).rgb; +    src[18] = Get2DPixel(t6.xz, level).rgb; +    src[17] = Get2DPixel(t6.xw, level).rgb; +    src[ 9] = Get2DPixel(t7.xy, level).rgb; +    src[10] = Get2DPixel(t7.xz, level).rgb; +    src[11] = Get2DPixel(t7.xw, level).rgb; + +    float v[9]; +    v[0] = reduce(src[0]); +    v[1] = reduce(src[1]); +    v[2] = reduce(src[2]); +    v[3] = reduce(src[3]); +    v[4] = reduce(src[4]); +    v[5] = reduce(src[5]); +    v[6] = reduce(src[6]); +    v[7] = reduce(src[7]); +    v[8] = reduce(src[8]); + +    ivec4 blendResult = ivec4(BLEND_NONE); + +    // Preprocess corners +    // Pixel Tap Mapping: --|--|--|--|-- +    //                    --|--|07|08|-- +    //                    --|05|00|01|10 +    //                    --|04|03|02|11 +    //                    --|--|14|13|-- +    // Corner (1, 1) +    if ( ((v[0] == v[1] && v[3] == v[2]) || (v[0] == v[3] && v[1] == v[2])) == false) +    { +        float dist_03_01 = DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + DistYCbCr(src[14], src[ 2]) + DistYCbCr(src[ 2], src[10]) + (4.0 * DistYCbCr(src[ 3], src[ 1])); +        float dist_00_02 = DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[ 3], src[13]) + DistYCbCr(src[ 7], src[ 1]) + DistYCbCr(src[ 1], src[11]) + (4.0 * DistYCbCr(src[ 0], src[ 2])); +        bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_03_01) < dist_00_02; +        blendResult[2] = ((dist_03_01 < dist_00_02) && (v[0] != v[1]) && (v[0] != v[3])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE; +    } + +    // Pixel Tap Mapping: --|--|--|--|-- +    //                    --|06|07|--|-- +    //                    18|05|00|01|-- +    //                    17|04|03|02|-- +    //                    --|15|14|--|-- +    // Corner (0, 1) +    if ( ((v[5] == v[0] && v[4] == v[3]) || (v[5] == v[4] && v[0] == v[3])) == false) +    { +        float dist_04_00 = DistYCbCr(src[17], src[ 5]) + DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[15], src[ 3]) + DistYCbCr(src[ 3], src[ 1]) + (4.0 * DistYCbCr(src[ 4], src[ 0])); +        float dist_05_03 = DistYCbCr(src[18], src[ 4]) + DistYCbCr(src[ 4], src[14]) + DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + (4.0 * DistYCbCr(src[ 5], src[ 3])); +        bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_03) < dist_04_00; +        blendResult[3] = ((dist_04_00 > dist_05_03) && (v[0] != v[5]) && (v[0] != v[3])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE; +    } + +    // Pixel Tap Mapping: --|--|22|23|-- +    //                    --|06|07|08|09 +    //                    --|05|00|01|10 +    //                    --|--|03|02|-- +    //                    --|--|--|--|-- +    // Corner (1, 0) +    if ( ((v[7] == v[8] && v[0] == v[1]) || (v[7] == v[0] && v[8] == v[1])) == false) +    { +        float dist_00_08 = DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[ 7], src[23]) + DistYCbCr(src[ 3], src[ 1]) + DistYCbCr(src[ 1], src[ 9]) + (4.0 * DistYCbCr(src[ 0], src[ 8])); +        float dist_07_01 = DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + DistYCbCr(src[22], src[ 8]) + DistYCbCr(src[ 8], src[10]) + (4.0 * DistYCbCr(src[ 7], src[ 1])); +        bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_07_01) < dist_00_08; +        blendResult[1] = ((dist_00_08 > dist_07_01) && (v[0] != v[7]) && (v[0] != v[1])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE; +    } + +    // Pixel Tap Mapping: --|21|22|--|-- +    //                    19|06|07|08|-- +    //                    18|05|00|01|-- +    //                    --|04|03|--|-- +    //                    --|--|--|--|-- +    // Corner (0, 0) +    if ( ((v[6] == v[7] && v[5] == v[0]) || (v[6] == v[5] && v[7] == v[0])) == false) +    { +        float dist_05_07 = DistYCbCr(src[18], src[ 6]) + DistYCbCr(src[ 6], src[22]) + DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + (4.0 * DistYCbCr(src[ 5], src[ 7])); +        float dist_06_00 = DistYCbCr(src[19], src[ 5]) + DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[21], src[ 7]) + DistYCbCr(src[ 7], src[ 1]) + (4.0 * DistYCbCr(src[ 6], src[ 0])); +        bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_07) < dist_06_00; +        blendResult[0] = ((dist_05_07 < dist_06_00) && (v[0] != v[5]) && (v[0] != v[7])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE; +    } + +    vec3 dst[16]; +    dst[ 0] = src[0]; +    dst[ 1] = src[0]; +    dst[ 2] = src[0]; +    dst[ 3] = src[0]; +    dst[ 4] = src[0]; +    dst[ 5] = src[0]; +    dst[ 6] = src[0]; +    dst[ 7] = src[0]; +    dst[ 8] = src[0]; +    dst[ 9] = src[0]; +    dst[10] = src[0]; +    dst[11] = src[0]; +    dst[12] = src[0]; +    dst[13] = src[0]; +    dst[14] = src[0]; +    dst[15] = src[0]; + +    // Scale pixel +    if (IsBlendingNeeded(blendResult) == true) +    { +        float dist_01_04 = DistYCbCr(src[1], src[4]); +        float dist_03_08 = DistYCbCr(src[3], src[8]); +        bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[4]) && (v[5] != v[4]); +        bool haveSteepLine   = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[8]) && (v[7] != v[8]); +        bool needBlend = (blendResult[2] != BLEND_NONE); +        bool doLineBlend = (  blendResult[2] >= BLEND_DOMINANT || +                           ((blendResult[1] != BLEND_NONE && !IsPixEqual(src[0], src[4])) || +                             (blendResult[3] != BLEND_NONE && !IsPixEqual(src[0], src[8])) || +                             (IsPixEqual(src[4], src[3]) && IsPixEqual(src[3], src[2]) && IsPixEqual(src[2], src[1]) && IsPixEqual(src[1], src[8]) && IsPixEqual(src[0], src[2]) == false) ) == false ); + +        vec3 blendPix = ( DistYCbCr(src[0], src[1]) <= DistYCbCr(src[0], src[3]) ) ? src[1] : src[3]; +        dst[ 2] = mix(dst[ 2], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00); +        dst[ 9] = mix(dst[ 9], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00); +        dst[10] = mix(dst[10], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00); +        dst[11] = mix(dst[11], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00); +        dst[12] = mix(dst[12], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00); +        dst[13] = mix(dst[13], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00); +        dst[14] = mix(dst[14], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00); +        dst[15] = mix(dst[15], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00); + +        dist_01_04 = DistYCbCr(src[7], src[2]); +        dist_03_08 = DistYCbCr(src[1], src[6]); +        haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[2]) && (v[3] != v[2]); +        haveSteepLine   = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[6]) && (v[5] != v[6]); +        needBlend = (blendResult[1] != BLEND_NONE); +        doLineBlend = (  blendResult[1] >= BLEND_DOMINANT || +                      !((blendResult[0] != BLEND_NONE && !IsPixEqual(src[0], src[2])) || +                        (blendResult[2] != BLEND_NONE && !IsPixEqual(src[0], src[6])) || +                        (IsPixEqual(src[2], src[1]) && IsPixEqual(src[1], src[8]) && IsPixEqual(src[8], src[7]) && IsPixEqual(src[7], src[6]) && !IsPixEqual(src[0], src[8])) ) ); + +        blendPix = ( DistYCbCr(src[0], src[7]) <= DistYCbCr(src[0], src[1]) ) ? src[7] : src[1]; +        dst[ 1] = mix(dst[ 1], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00); +        dst[ 6] = mix(dst[ 6], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00); +        dst[ 7] = mix(dst[ 7], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00); +        dst[ 8] = mix(dst[ 8], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00); +        dst[ 9] = mix(dst[ 9], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00); +        dst[10] = mix(dst[10], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00); +        dst[11] = mix(dst[11], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00); +        dst[12] = mix(dst[12], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00); + +        dist_01_04 = DistYCbCr(src[5], src[8]); +        dist_03_08 = DistYCbCr(src[7], src[4]); +        haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[8]) && (v[1] != v[8]); +        haveSteepLine   = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[4]) && (v[3] != v[4]); +        needBlend = (blendResult[0] != BLEND_NONE); +        doLineBlend = (  blendResult[0] >= BLEND_DOMINANT || +                      !((blendResult[3] != BLEND_NONE && !IsPixEqual(src[0], src[8])) || +                        (blendResult[1] != BLEND_NONE && !IsPixEqual(src[0], src[4])) || +                        (IsPixEqual(src[8], src[7]) && IsPixEqual(src[7], src[6]) && IsPixEqual(src[6], src[5]) && IsPixEqual(src[5], src[4]) && !IsPixEqual(src[0], src[6])) ) ); + +        blendPix = ( DistYCbCr(src[0], src[5]) <= DistYCbCr(src[0], src[7]) ) ? src[5] : src[7]; +        dst[ 0] = mix(dst[ 0], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00); +        dst[15] = mix(dst[15], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00); +        dst[ 4] = mix(dst[ 4], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00); +        dst[ 5] = mix(dst[ 5], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00); +        dst[ 6] = mix(dst[ 6], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00); +        dst[ 7] = mix(dst[ 7], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00); +        dst[ 8] = mix(dst[ 8], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00); +        dst[ 9] = mix(dst[ 9], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00); + + +        dist_01_04 = DistYCbCr(src[3], src[6]); +        dist_03_08 = DistYCbCr(src[5], src[2]); +        haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[6]) && (v[7] != v[6]); +        haveSteepLine   = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[2]) && (v[1] != v[2]); +        needBlend = (blendResult[3] != BLEND_NONE); +        doLineBlend = (  blendResult[3] >= BLEND_DOMINANT || +                      !((blendResult[2] != BLEND_NONE && !IsPixEqual(src[0], src[6])) || +                        (blendResult[0] != BLEND_NONE && !IsPixEqual(src[0], src[2])) || +                        (IsPixEqual(src[6], src[5]) && IsPixEqual(src[5], src[4]) && IsPixEqual(src[4], src[3]) && IsPixEqual(src[3], src[2]) && !IsPixEqual(src[0], src[4])) ) ); + +        blendPix = ( DistYCbCr(src[0], src[3]) <= DistYCbCr(src[0], src[5]) ) ? src[3] : src[5]; +        dst[ 3] = mix(dst[ 3], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00); +        dst[12] = mix(dst[12], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00); +        dst[13] = mix(dst[13], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00); +        dst[14] = mix(dst[14], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00); +        dst[15] = mix(dst[15], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00); +        dst[ 4] = mix(dst[ 4], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00); +        dst[ 5] = mix(dst[ 5], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00); +        dst[ 6] = mix(dst[ 6], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00); +    } + +    vec3 res = mix( mix( mix( mix(dst[ 6], dst[ 7], step(0.25, f.x)), mix(dst[ 8], dst[ 9], step(0.75, f.x)), step(0.50, f.x)), +                                 mix( mix(dst[ 5], dst[ 0], step(0.25, f.x)), mix(dst[ 1], dst[10], step(0.75, f.x)), step(0.50, f.x)), step(0.25, f.y)), +                            mix( mix( mix(dst[ 4], dst[ 3], step(0.25, f.x)), mix(dst[ 2], dst[11], step(0.75, f.x)), step(0.50, f.x)), +                                 mix( mix(dst[15], dst[14], step(0.25, f.x)), mix(dst[13], dst[12], step(0.75, f.x)), step(0.50, f.x)), step(0.75, f.y)), +                                                                                                                                        step(0.50, f.y)); + +    return ivec4(res * vec3(63,63,63), 0); +} + + +void main() +{ +    vec2 fTexcoord = vTexCoord.xy; + +    ivec4 pixel;// = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0)); + +    ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0)); +    int dispmode = mbright.b & 0x3; + +    if (dispmode == 1) +    { +        ivec4 val1;// = pixel; +        //ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0)); +        ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0)); + +        int compmode = val3.a & 0xF; +        int eva, evb, evy; + +        float xpos = val3.r + fract(fTexcoord.x); +        float ypos = mod(fTexcoord.y, 192); +        ivec4 _3dpix = Get3DPixel(vec2(xpos, ypos)); + +        if (compmode == 4) +        { +            // 3D on top, blending + +            if (_3dpix.a > 0) +            { +                eva = (_3dpix.a & 0x1F) + 1; +                if (eva == 32) +                { +                    val1 = _3dpix; +                } +                else +                { +                    evb = 32 - eva; + +                    val1 = GetFiltered2DPixel(0); + +                    val1 = ((_3dpix * eva) + (val1 * evb)) >> 5; +                    if (eva <= 16) val1 += ivec4(1,1,1,0); +                    val1 = min(val1, 0x3F); +                } +            } +            else +                val1 = GetFiltered2DPixel(1); +        } +        else if (compmode == 1) +        { +            // 3D on bottom, blending + +            if (_3dpix.a > 0) +            { +                eva = val3.g; +                evb = val3.b; + +                val1 = GetFiltered2DPixel(0); + +                val1 = ((val1 * eva) + (_3dpix * evb)) >> 4; +                val1 = min(val1, 0x3F); +            } +            else +                val1 = GetFiltered2DPixel(1); +        } +        else if (compmode <= 3) +        { +            // 3D on top, normal/fade + +            if (_3dpix.a > 0) +            { +                evy = val3.g; + +                val1 = _3dpix; +                if      (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4; +                else if (compmode == 3) val1 -= (val1 * evy) >> 4; +            } +            else +                val1 = GetFiltered2DPixel(1); +        } +        else +            val1 = GetFiltered2DPixel(0); + +        pixel = val1; +    } +    else +    { +        pixel = GetFiltered2DPixel(0); +    } + +    if (dispmode != 0) +    { +        int brightmode = mbright.g >> 6; +        if (brightmode == 1) +        { +            // up +            int evy = mbright.r & 0x1F; +            if (evy > 16) evy = 16; + +            pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4; +        } +        else if (brightmode == 2) +        { +            // down +            int evy = mbright.r & 0x1F; +            if (evy > 16) evy = 16; + +            pixel -= (pixel * evy) >> 4; +        } +    } + +    pixel.rgb <<= 2; +    pixel.rgb |= (pixel.rgb >> 6); + +    FragColor = vec4(vec3(pixel.bgr) / 255.0, 1.0); +} +)"; + + + + + + +#endif // GPU_OPENGL_SHADERS_H |