Duckstation/data/resources/shaders/dolphinfx/edge-smoothing/DDT.glsl
Hyllian 7cf7a0a11f Add some shaders to dolphinfx folder
This is a first pack of shaders ported to dolphinfx specs.

It includes: crt-hyllian, crt-easymode, zfast-crt, ddt, xbr, jinc2 and pixellate.
2024-06-13 18:34:48 +10:00

111 lines
2.9 KiB
GLSL

// 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));
}