mirror of
https://github.com/Abdess/retroarch_system.git
synced 2026-10-10 13:33:24 -05:00
76 lines
2.8 KiB
GLSL
76 lines
2.8 KiB
GLSL
/*
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Hyllian's 4xBR Shader
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Copyright (C) 2011 Hyllian/Jararaca - 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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// filter="nearest" output_width="400%" output_height="400%"
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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uniform vec2 u_texelDelta;
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uniform sampler2D u_tex;
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in vec2 r_texcoord;
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out vec4 o_color;
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const vec3 dtt = vec3(65536.0, 255.0, 1.0);
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float reduce(vec3 color) {
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return dot(color, dtt);
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}
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void main() {
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vec2 v_texcoord0[3];
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v_texcoord0[0] = r_texcoord;
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v_texcoord0[1] = vec2(0.0, -u_texelDelta.y);
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v_texcoord0[2] = vec2(-u_texelDelta.x, 0.0);
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vec2 fp = fract(v_texcoord0[0] / u_texelDelta);
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vec2 g1 = v_texcoord0[1] * (step(0.5, fp.x) + step(0.5, fp.y) - 1.0) +
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v_texcoord0[2] * (step(0.5, fp.x) - step(0.5, fp.y));
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vec2 g2 = v_texcoord0[1] * (step(0.5, fp.y) - step(0.5, fp.x)) +
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v_texcoord0[2] * (step(0.5, fp.x) + step(0.5, fp.y) - 1.0);
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vec3 B = texture(u_tex, v_texcoord0[0] + g1 ).xyz;
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vec3 C = texture(u_tex, v_texcoord0[0] + g1 - g2).xyz;
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vec3 D = texture(u_tex, v_texcoord0[0] + g2).xyz;
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vec3 E = texture(u_tex, v_texcoord0[0] ).xyz;
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vec3 F = texture(u_tex, v_texcoord0[0] - g2).xyz;
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vec3 G = texture(u_tex, v_texcoord0[0] - g1 + g2).xyz;
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vec3 H = texture(u_tex, v_texcoord0[0] - g1 ).xyz;
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vec3 I = texture(u_tex, v_texcoord0[0] - g1 - g2).xyz;
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vec3 E11 = E;
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vec3 E15 = E;
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float b = reduce(B);
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float c = reduce(C);
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float d = reduce(D);
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float e = reduce(E);
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float f = reduce(F);
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float g = reduce(G);
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float h = reduce(H);
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float i = reduce(I);
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if (h==f && h!=e && (e==g && (h==i || e==d) || e==c && (h==i || e==b))) {
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E11 = E11 * 0.5 + F * 0.5;
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E15 = F;
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}
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o_color.rgb = (fp.x < 0.50) ? ((fp.x < 0.25) ? ((fp.y < 0.25) ? E15: (fp.y < 0.50) ? E11: (fp.y < 0.75) ? E11: E15) : ((fp.y < 0.25) ? E11: (fp.y < 0.50) ? E : (fp.y < 0.75) ? E : E11)) : ((fp.x < 0.75) ? ((fp.y < 0.25) ? E11: (fp.y < 0.50) ? E : (fp.y < 0.75) ? E : E11) : ((fp.y < 0.25) ? E15: (fp.y < 0.50) ? E11: (fp.y < 0.75) ? E11 : E15));
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} |