// 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)); }