Duckstation/data/resources/shaders/dolphinfx/interpolation/JINC2.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

145 lines
4.5 KiB
GLSL

// Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader
// Copyright (C) 2011-2024 Hyllian - sergiogdb@gmail.com
// This program 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 2
// of the License, or (at your option) any later version.
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
/*
[configuration]
[OptionRangeFloat]
GUIName = Window Sinc Param
OptionName = JINC2_WINDOW_SINC
MinValue = 0.0
MaxValue = 1.0
StepAmount = 0.01
DefaultValue = 0.50
[OptionRangeFloat]
GUIName = Sinc Param
OptionName = JINC2_SINC
MinValue = 0.0
MaxValue = 1.0
StepAmount = 0.01
DefaultValue = 0.88
[OptionRangeFloat]
GUIName = Anti-ringing Strength
OptionName = JINC2_AR_STRENGTH
MinValue = 0.0
MaxValue = 1.0
StepAmount = 0.1
DefaultValue = 0.5
[/configuration]
*/
#define halfpi 1.5707963267948966192313216916398
#define pi 3.1415926535897932384626433832795
#define wa (JINC2_WINDOW_SINC*pi)
#define wb (JINC2_SINC*pi)
// Calculates the distance between two points
float d(vec2 pt1, vec2 pt2)
{
vec2 v = pt2 - pt1;
return sqrt(dot(v,v));
}
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return min(a, min(b, min(c, d)));
}
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return max(a, max(b, max(c, d)));
}
vec4 resampler(vec4 x)
{
vec4 res;
res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
return res;
}
void main()
{
vec2 SourceSize = 1.0 / GetInvNativePixelSize();
vec2 invSourceSize = 1.0 / SourceSize;
vec2 vTexCoord = GetCoordinates();
vec3 color;
mat4x4 weights;
vec2 dx = vec2(1.0, 0.0);
vec2 dy = vec2(0.0, 1.0);
vec2 pc = vTexCoord*SourceSize;
vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
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)));
weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
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)));
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)));
dx = dx * invSourceSize;
dy = dy * invSourceSize;
tc = tc * invSourceSize;
// reading the texels
vec3 c00 = SampleLocation(tc -dx -dy).xyz;
vec3 c10 = SampleLocation(tc -dy).xyz;
vec3 c20 = SampleLocation(tc +dx -dy).xyz;
vec3 c30 = SampleLocation(tc+2.0*dx -dy).xyz;
vec3 c01 = SampleLocation(tc -dx ).xyz;
vec3 c11 = SampleLocation(tc ).xyz;
vec3 c21 = SampleLocation(tc +dx ).xyz;
vec3 c31 = SampleLocation(tc+2.0*dx ).xyz;
vec3 c02 = SampleLocation(tc -dx +dy).xyz;
vec3 c12 = SampleLocation(tc +dy).xyz;
vec3 c22 = SampleLocation(tc +dx +dy).xyz;
vec3 c32 = SampleLocation(tc+2.0*dx +dy).xyz;
vec3 c03 = SampleLocation(tc -dx+2.0*dy).xyz;
vec3 c13 = SampleLocation(tc +2.0*dy).xyz;
vec3 c23 = SampleLocation(tc +dx+2.0*dy).xyz;
vec3 c33 = SampleLocation(tc+2.0*dx+2.0*dy).xyz;
// Get min/max samples
vec3 min_sample = min4(c11, c21, c12, c22);
vec3 max_sample = max4(c11, c21, c12, c22);
color = mat4x3(c00, c10, c20, c30) * weights[0];
color+= mat4x3(c01, c11, c21, c31) * weights[1];
color+= mat4x3(c02, c12, c22, c32) * weights[2];
color+= mat4x3(c03, c13, c23, c33) * weights[3];
color = color/(dot(weights * vec4(1.0), vec4(1.0)));
// Anti-ringing
vec3 aux = color;
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, JINC2_AR_STRENGTH);
// final sum and weight normalization
SetOutput(vec4(color, 1.0));
}