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			111 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			111 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|   | //    Hyllian's DDT Shader | ||
|  | 
 | ||
|  | //    Copyright (C) 2011-2024 Hyllian - sergiogdb@gmail.com | ||
|  | 
 | ||
|  | //    Permission is hereby granted, free of charge, to any person obtaining a copy | ||
|  | //    of this software and associated documentation files (the "Software"), to deal | ||
|  | //    in the Software without restriction, including without limitation the rights | ||
|  | //    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
|  | //    copies of the Software, and to permit persons to whom the Software is | ||
|  | //    furnished to do so, subject to the following conditions: | ||
|  | 
 | ||
|  | //    The above copyright notice and this permission notice shall be included in | ||
|  | //    all copies or substantial portions of the Software. | ||
|  | 
 | ||
|  | //    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
|  | //    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
|  | //    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
|  | //    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
|  | //    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
|  | //    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
|  | //    THE SOFTWARE. | ||
|  | 
 | ||
|  | 
 | ||
|  | /* | ||
|  | [configuration] | ||
|  | 
 | ||
|  | [OptionRangeFloat] | ||
|  | GUIName = Bilinear Fallback Threshold | ||
|  | OptionName = BIL_FALLBACK | ||
|  | MinValue = 0.0 | ||
|  | MaxValue = 1.0 | ||
|  | StepAmount = 0.05 | ||
|  | DefaultValue = 0.6 | ||
|  | 
 | ||
|  | [/configuration] | ||
|  | */ | ||
|  | 
 | ||
|  | const vec3 Y = vec3(0.2126729, 0.7151522, 0.0721750); | ||
|  | 
 | ||
|  | float luma(vec3 color) | ||
|  | { | ||
|  |     return dot(color, Y); | ||
|  | } | ||
|  | 
 | ||
|  | vec3 bilinear(float p, float q, vec3 A, vec3 B, vec3 C, vec3 D) | ||
|  | { | ||
|  |     return ((1-p)*(1-q)*A + p*(1-q)*B + (1-p)*q*C + p*q*D); | ||
|  | } | ||
|  | 
 | ||
|  | void main() | ||
|  | { | ||
|  |     vec2 texCoord = GetCoordinates(); | ||
|  |     vec2 nativeSize = 1.0 / GetInvNativePixelSize(); | ||
|  | 
 | ||
|  |     vec2 loc = texCoord*nativeSize; | ||
|  |     vec2 pos = fract(loc) - vec2(0.5, 0.5); // pos = pixel position | ||
|  |     vec2 dir = sign(pos); // dir = pixel direction | ||
|  | 
 | ||
|  |     vec2 dx = vec2(1.0/nativeSize.x, 0.0); | ||
|  |     vec2 dy = vec2(0.0, 1.0/nativeSize.y); | ||
|  | 
 | ||
|  |     vec2 g1 = dir*dx; | ||
|  |     vec2 g2 = dir*dy; | ||
|  | 
 | ||
|  |     vec2 tc = (floor(loc)+vec2(0.5,0.5))/nativeSize; | ||
|  | 
 | ||
|  |     vec3 A = SampleLocation(tc       ).rgb; | ||
|  |     vec3 B = SampleLocation(tc +g1   ).rgb; | ||
|  |     vec3 C = SampleLocation(tc    +g2).rgb; | ||
|  |     vec3 D = SampleLocation(tc +g1+g2).rgb; | ||
|  | 
 | ||
|  |     float a = luma(A); | ||
|  |     float b = luma(B); | ||
|  |     float c = luma(C); | ||
|  |     float d = luma(D); | ||
|  | 
 | ||
|  |     float p = abs(pos.x); | ||
|  |     float q = abs(pos.y); | ||
|  | 
 | ||
|  |     float k = distance(pos,g1); | ||
|  |     float l = distance(pos,g2); | ||
|  | 
 | ||
|  |     float wd1 = abs(a-d); | ||
|  |     float wd2 = abs(b-c); | ||
|  | 
 | ||
|  |     vec3 color = bilinear(p, q, A, B, C, D); | ||
|  | 
 | ||
|  |     if ( wd1 < wd2 ) | ||
|  |     { | ||
|  |         if (k < l) | ||
|  |         { | ||
|  |             C = A + D - B; | ||
|  |         } | ||
|  |         else | ||
|  |         { | ||
|  |             B = A + D - C; | ||
|  |         } | ||
|  |     } | ||
|  |     else if (wd1 > wd2) | ||
|  |     { | ||
|  |         D = B + C - A; | ||
|  |     } | ||
|  | 
 | ||
|  | 
 | ||
|  |     vec3 ddt = bilinear(p, q, A, B, C, D); | ||
|  | 
 | ||
|  |     color = mix(color, ddt, smoothstep(0.0, BIL_FALLBACK, abs(wd2-wd1))); | ||
|  | 
 | ||
|  |     SetOutput(vec4(color, 1.0)); | ||
|  | } |