citra/src/video_core/host_shaders/texture_filtering/refine.frag

139 lines
4.1 KiB
GLSL

// MIT License
//
// Copyright (c) 2019 bloc97
//
// 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.
//? #version 430 core
precision mediump float;
layout(location = 0) in vec2 tex_coord;
layout(location = 0) out vec4 frag_color;
layout(binding = 0) uniform sampler2D HOOKED;
layout(binding = 1) uniform sampler2D LUMAD;
const float LINE_DETECT_THRESHOLD = 0.4;
const float STRENGTH = 0.6;
// the original shader used the alpha channel for luminance,
// which doesn't work for our use case
struct RGBAL {
vec4 c;
float l;
};
vec4 getAverage(vec4 cc, vec4 a, vec4 b, vec4 c) {
return cc * (1.0 - STRENGTH) + ((a + b + c) / 3.0) * STRENGTH;
}
#define GetRGBAL(x_offset, y_offset) \
RGBAL(textureLodOffset(HOOKED, tex_coord, 0.0, ivec2(x_offset, y_offset)), \
textureLodOffset(LUMAD, tex_coord, 0.0, ivec2(x_offset, y_offset)).x)
float min3v(float a, float b, float c) {
return min(min(a, b), c);
}
float max3v(float a, float b, float c) {
return max(max(a, b), c);
}
vec4 Compute() {
RGBAL cc = GetRGBAL(0, 0);
if (cc.l > LINE_DETECT_THRESHOLD) {
return cc.c;
}
RGBAL tl = GetRGBAL(-1, -1);
RGBAL t = GetRGBAL(0, -1);
RGBAL tr = GetRGBAL(1, -1);
RGBAL l = GetRGBAL(-1, 0);
RGBAL r = GetRGBAL(1, 0);
RGBAL bl = GetRGBAL(-1, 1);
RGBAL b = GetRGBAL(0, 1);
RGBAL br = GetRGBAL(1, 1);
// Kernel 0 and 4
float maxDark = max3v(br.l, b.l, bl.l);
float minLight = min3v(tl.l, t.l, tr.l);
if (minLight > cc.l && minLight > maxDark) {
return getAverage(cc.c, tl.c, t.c, tr.c);
} else {
maxDark = max3v(tl.l, t.l, tr.l);
minLight = min3v(br.l, b.l, bl.l);
if (minLight > cc.l && minLight > maxDark) {
return getAverage(cc.c, br.c, b.c, bl.c);
}
}
// Kernel 1 and 5
maxDark = max3v(cc.l, l.l, b.l);
minLight = min3v(r.l, t.l, tr.l);
if (minLight > maxDark) {
return getAverage(cc.c, r.c, t.c, tr.c);
} else {
maxDark = max3v(cc.l, r.l, t.l);
minLight = min3v(bl.l, l.l, b.l);
if (minLight > maxDark) {
return getAverage(cc.c, bl.c, l.c, b.c);
}
}
// Kernel 2 and 6
maxDark = max3v(l.l, tl.l, bl.l);
minLight = min3v(r.l, br.l, tr.l);
if (minLight > cc.l && minLight > maxDark) {
return getAverage(cc.c, r.c, br.c, tr.c);
} else {
maxDark = max3v(r.l, br.l, tr.l);
minLight = min3v(l.l, tl.l, bl.l);
if (minLight > cc.l && minLight > maxDark) {
return getAverage(cc.c, l.c, tl.c, bl.c);
}
}
// Kernel 3 and 7
maxDark = max3v(cc.l, l.l, t.l);
minLight = min3v(r.l, br.l, b.l);
if (minLight > maxDark) {
return getAverage(cc.c, r.c, br.c, b.c);
} else {
maxDark = max3v(cc.l, r.l, b.l);
minLight = min3v(t.l, l.l, tl.l);
if (minLight > maxDark) {
return getAverage(cc.c, t.c, l.c, tl.c);
}
}
return cc.c;
}
void main() {
frag_color = Compute();
}