diff options
Diffstat (limited to 'src/video_core/host_shaders/opengl_present_scaleforce.frag')
-rw-r--r-- | src/video_core/host_shaders/opengl_present_scaleforce.frag | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/opengl_present_scaleforce.frag b/src/video_core/host_shaders/opengl_present_scaleforce.frag new file mode 100644 index 000000000..71ff9e1e3 --- /dev/null +++ b/src/video_core/host_shaders/opengl_present_scaleforce.frag @@ -0,0 +1,130 @@ +// MIT License +// +// Copyright (c) 2020 BreadFish64 +// +// 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. + +// Adapted from https://github.com/BreadFish64/ScaleFish/tree/master/scaleforce + +//! #version 460 + +#extension GL_ARB_separate_shader_objects : enable + +#ifdef YUZU_USE_FP16 + +#extension GL_AMD_gpu_shader_half_float : enable +#extension GL_NV_gpu_shader5 : enable + +#define lfloat float16_t +#define lvec2 f16vec2 +#define lvec3 f16vec3 +#define lvec4 f16vec4 + +#else + +#define lfloat float +#define lvec2 vec2 +#define lvec3 vec3 +#define lvec4 vec4 + +#endif + +#ifdef VULKAN + +#define BINDING_COLOR_TEXTURE 1 + +#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv + +#define BINDING_COLOR_TEXTURE 0 + +#endif + +layout (location = 0) in vec2 tex_coord; + +layout (location = 0) out vec4 frag_color; + +layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture; + +const bool ignore_alpha = true; + +lfloat ColorDist1(lvec4 a, lvec4 b) { + // https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion + const lvec3 K = lvec3(0.2627, 0.6780, 0.0593); + const lfloat scaleB = lfloat(0.5) / (lfloat(1.0) - K.b); + const lfloat scaleR = lfloat(0.5) / (lfloat(1.0) - K.r); + lvec4 diff = a - b; + lfloat Y = dot(diff.rgb, K); + lfloat Cb = scaleB * (diff.b - Y); + lfloat Cr = scaleR * (diff.r - Y); + lvec3 YCbCr = lvec3(Y, Cb, Cr); + lfloat d = length(YCbCr); + if (ignore_alpha) { + return d; + } + return sqrt(a.a * b.a * d * d + diff.a * diff.a); +} + +lvec4 ColorDist(lvec4 ref, lvec4 A, lvec4 B, lvec4 C, lvec4 D) { + return lvec4( + ColorDist1(ref, A), + ColorDist1(ref, B), + ColorDist1(ref, C), + ColorDist1(ref, D) + ); +} + +vec4 Scaleforce(sampler2D tex, vec2 tex_coord) { + lvec4 bl = lvec4(textureOffset(tex, tex_coord, ivec2(-1, -1))); + lvec4 bc = lvec4(textureOffset(tex, tex_coord, ivec2(0, -1))); + lvec4 br = lvec4(textureOffset(tex, tex_coord, ivec2(1, -1))); + lvec4 cl = lvec4(textureOffset(tex, tex_coord, ivec2(-1, 0))); + lvec4 cc = lvec4(texture(tex, tex_coord)); + lvec4 cr = lvec4(textureOffset(tex, tex_coord, ivec2(1, 0))); + lvec4 tl = lvec4(textureOffset(tex, tex_coord, ivec2(-1, 1))); + lvec4 tc = lvec4(textureOffset(tex, tex_coord, ivec2(0, 1))); + lvec4 tr = lvec4(textureOffset(tex, tex_coord, ivec2(1, 1))); + + lvec4 offset_tl = ColorDist(cc, tl, tc, tr, cr); + lvec4 offset_br = ColorDist(cc, br, bc, bl, cl); + + // Calculate how different cc is from the texels around it + const lfloat plus_weight = lfloat(1.5); + const lfloat cross_weight = lfloat(1.5); + lfloat total_dist = dot(offset_tl + offset_br, lvec4(cross_weight, plus_weight, cross_weight, plus_weight)); + + if (total_dist == lfloat(0.0)) { + return cc; + } else { + // Add together all the distances with direction taken into account + lvec4 tmp = offset_tl - offset_br; + lvec2 total_offset = tmp.wy * plus_weight + (tmp.zz + lvec2(-tmp.x, tmp.x)) * cross_weight; + + // When the image has thin points, they tend to split apart. + // This is because the texels all around are different and total_offset reaches into clear areas. + // This works pretty well to keep the offset in bounds for these cases. + lfloat clamp_val = length(total_offset) / total_dist; + vec2 final_offset = vec2(clamp(total_offset, -clamp_val, clamp_val)) / textureSize(tex, 0); + + return texture(tex, tex_coord - final_offset); + } +} + +void main() { + frag_color = Scaleforce(input_texture, tex_coord); +} |