mirror of
https://github.com/RetroDECK/Duckstation.git
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145 lines
4.5 KiB
Plaintext
145 lines
4.5 KiB
Plaintext
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// Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader
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// Copyright (C) 2011-2024 Hyllian - sergiogdb@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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[configuration]
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[OptionRangeFloat]
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GUIName = Window Sinc Param
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OptionName = JINC2_WINDOW_SINC
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.01
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DefaultValue = 0.50
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[OptionRangeFloat]
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GUIName = Sinc Param
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OptionName = JINC2_SINC
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.01
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DefaultValue = 0.88
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[OptionRangeFloat]
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GUIName = Anti-ringing Strength
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OptionName = JINC2_AR_STRENGTH
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.1
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DefaultValue = 0.5
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[/configuration]
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*/
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#define halfpi 1.5707963267948966192313216916398
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#define pi 3.1415926535897932384626433832795
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#define wa (JINC2_WINDOW_SINC*pi)
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#define wb (JINC2_SINC*pi)
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// Calculates the distance between two points
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float d(vec2 pt1, vec2 pt2)
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{
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vec2 v = pt2 - pt1;
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return sqrt(dot(v,v));
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}
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vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return min(a, min(b, min(c, d)));
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}
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vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return max(a, max(b, max(c, d)));
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}
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vec4 resampler(vec4 x)
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{
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vec4 res;
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res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
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res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
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res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
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res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
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return res;
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}
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void main()
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{
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vec2 SourceSize = 1.0 / GetInvNativePixelSize();
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vec2 invSourceSize = 1.0 / SourceSize;
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vec2 vTexCoord = GetCoordinates();
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vec3 color;
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mat4x4 weights;
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vec2 dx = vec2(1.0, 0.0);
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vec2 dy = vec2(0.0, 1.0);
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vec2 pc = vTexCoord*SourceSize;
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vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
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weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
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weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
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weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
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weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
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dx = dx * invSourceSize;
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dy = dy * invSourceSize;
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tc = tc * invSourceSize;
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// reading the texels
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vec3 c00 = SampleLocation(tc -dx -dy).xyz;
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vec3 c10 = SampleLocation(tc -dy).xyz;
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vec3 c20 = SampleLocation(tc +dx -dy).xyz;
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vec3 c30 = SampleLocation(tc+2.0*dx -dy).xyz;
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vec3 c01 = SampleLocation(tc -dx ).xyz;
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vec3 c11 = SampleLocation(tc ).xyz;
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vec3 c21 = SampleLocation(tc +dx ).xyz;
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vec3 c31 = SampleLocation(tc+2.0*dx ).xyz;
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vec3 c02 = SampleLocation(tc -dx +dy).xyz;
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vec3 c12 = SampleLocation(tc +dy).xyz;
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vec3 c22 = SampleLocation(tc +dx +dy).xyz;
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vec3 c32 = SampleLocation(tc+2.0*dx +dy).xyz;
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vec3 c03 = SampleLocation(tc -dx+2.0*dy).xyz;
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vec3 c13 = SampleLocation(tc +2.0*dy).xyz;
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vec3 c23 = SampleLocation(tc +dx+2.0*dy).xyz;
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vec3 c33 = SampleLocation(tc+2.0*dx+2.0*dy).xyz;
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// Get min/max samples
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vec3 min_sample = min4(c11, c21, c12, c22);
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vec3 max_sample = max4(c11, c21, c12, c22);
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color = mat4x3(c00, c10, c20, c30) * weights[0];
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color+= mat4x3(c01, c11, c21, c31) * weights[1];
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color+= mat4x3(c02, c12, c22, c32) * weights[2];
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color+= mat4x3(c03, c13, c23, c33) * weights[3];
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color = color/(dot(weights * vec4(1.0), vec4(1.0)));
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// Anti-ringing
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vec3 aux = color;
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, JINC2_AR_STRENGTH);
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// final sum and weight normalization
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SetOutput(vec4(color, 1.0));
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}
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