/* Copyright 2016-2021 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; in vec2 vTexcoord; smooth out vec2 fTexcoord; void main() { vec4 fpos; fpos.xy = vPosition; fpos.z = 0.0; fpos.w = 1.0; gl_Position = fpos; fTexcoord = vTexcoord; } )"; const char* kCompositorFS_Nearest = R"(#version 140 uniform uint u3DScale; uniform int u3DXPos; uniform usampler2D ScreenTex; uniform sampler2D _3DTex; smooth in vec2 fTexcoord; out vec4 oColor; void main() { ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0)); float _3dxpos = float(u3DXPos); 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 = fTexcoord.x + _3dxpos; 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 = fTexcoord.x + _3dxpos; 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 = fTexcoord.x + _3dxpos; 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