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#define XBR_Y_WEIGHT 48.0 | ||
#define XBR_EQ_THRESHOLD 15.0 | ||
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/* COMPATIBILITY | ||
- HLSL compilers | ||
- Cg compilers | ||
*/ | ||
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/* | ||
Hyllian's xBR-lv1-noblend Shader | ||
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Copyright (C) 2011-2014 Hyllian - sergiogdb@gmail.com | ||
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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: | ||
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The above copyright notice and this permission notice shall be included in | ||
all copies or substantial portions of the Software. | ||
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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. | ||
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*/ | ||
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// Uncomment just one of the three params below to choose the corner detection | ||
//#define CORNER_A | ||
//#define CORNER_B | ||
#define CORNER_C | ||
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const static float3x3 yuv = float3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813); | ||
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float RGBtoYUV(float3 color) | ||
{ | ||
return dot(color, XBR_Y_WEIGHT*yuv[0]); | ||
} | ||
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float df(float A, float B) | ||
{ | ||
return abs(A-B); | ||
} | ||
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bool eq(float A, float B) | ||
{ | ||
return (df(A, B) < XBR_EQ_THRESHOLD); | ||
} | ||
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float weighted_distance(float a, float b, float c, float d, float e, float f, float g, float h) | ||
{ | ||
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h)); | ||
} | ||
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struct input | ||
{ | ||
float2 video_size; | ||
float2 texture_size; | ||
float2 output_size; | ||
float frame_count; | ||
float frame_direction; | ||
float frame_rotation; | ||
}; | ||
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struct out_vertex { | ||
float4 position : POSITION; | ||
float2 texCoord : TEXCOORD0; | ||
float4 t1 : TEXCOORD1; | ||
}; | ||
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/* FRAGMENT SHADER */ | ||
float4 main(in out_vertex VAR, uniform input IN, uniform sampler2D decal : TEXUNIT0) : COLOR | ||
{ | ||
bool edr, px; // px = pixel, edr = edge detection rule | ||
bool interp_restriction_lv1; | ||
bool nc; // new_color | ||
bool fx; // inequations of straight lines. | ||
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float2 pos = frac(VAR.texCoord*IN.texture_size)-float2(0.5, 0.5); // pos = pixel position | ||
float2 dir = sign(pos); // dir = pixel direction | ||
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float2 g1 = dir*VAR.t1.xy; | ||
float2 g2 = dir*VAR.t1.zw; | ||
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float3 B = tex2D(decal, VAR.texCoord +g1 ).xyz; | ||
float3 C = tex2D(decal, VAR.texCoord +g1-g2).xyz; | ||
float3 D = tex2D(decal, VAR.texCoord +g2).xyz; | ||
float3 E = tex2D(decal, VAR.texCoord ).xyz; | ||
float3 F = tex2D(decal, VAR.texCoord -g2).xyz; | ||
float3 G = tex2D(decal, VAR.texCoord -g1+g2).xyz; | ||
float3 H = tex2D(decal, VAR.texCoord -g1 ).xyz; | ||
float3 I = tex2D(decal, VAR.texCoord -g1-g2).xyz; | ||
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float3 F4 = tex2D(decal,VAR.texCoord -2.0*g2 ).xyz; | ||
float3 I4 = tex2D(decal,VAR.texCoord -g1-2.0*g2 ).xyz; | ||
float3 H5 = tex2D(decal,VAR.texCoord -2.0*g1 ).xyz; | ||
float3 I5 = tex2D(decal,VAR.texCoord -2.0*g1-g2 ).xyz; | ||
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float b = RGBtoYUV( B ); | ||
float c = RGBtoYUV( C ); | ||
float d = RGBtoYUV( D ); | ||
float e = RGBtoYUV( E ); | ||
float f = RGBtoYUV( F ); | ||
float g = RGBtoYUV( G ); | ||
float h = RGBtoYUV( H ); | ||
float i = RGBtoYUV( I ); | ||
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float i4 = RGBtoYUV( I4 ); | ||
float i5 = RGBtoYUV( I5 ); | ||
float h5 = RGBtoYUV( H5 ); | ||
float f4 = RGBtoYUV( F4 ); | ||
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fx = ( dot(dir,pos) > 0.5 ); | ||
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// It uses CORNER_C if none of the others are defined. | ||
#ifdef CORNER_A | ||
interp_restriction_lv1 = ((e!=f) && (e!=h)); | ||
#elif CORNER_B | ||
interp_restriction_lv1 = ((e!=f) && (e!=h) && ( !eq(f,b) && !eq(h,d) || eq(e,i) && !eq(f,i4) && !eq(h,i5) || eq(e,g) || eq(e,c) ) ); | ||
#else | ||
interp_restriction_lv1 = ((e!=f) && (e!=h) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) ); | ||
#endif | ||
edr = (weighted_distance( e, c, g, i, h5, f4, h, f) < weighted_distance( h, d, i5, f, i4, b, e, i)) && interp_restriction_lv1; | ||
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nc = ( edr && fx ); | ||
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px = (df(e,f) <= df(e,h)); | ||
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float3 res = nc ? px ? F : H : E; | ||
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return float4(res, 1.0); | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,63 @@ | ||
/* | ||
Hyllian's xBR-lv1-noblend Shader | ||
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||
Copyright (C) 2011-2014 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. | ||
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||
*/ | ||
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struct input | ||
{ | ||
float2 video_size; | ||
float2 texture_size; | ||
float2 output_size; | ||
float frame_count; | ||
float frame_direction; | ||
float frame_rotation; | ||
}; | ||
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struct out_vertex { | ||
float4 position : POSITION; | ||
float2 texCoord : TEXCOORD0; | ||
float4 t1 : TEXCOORD1; | ||
}; | ||
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/* VERTEX_SHADER */ | ||
void main | ||
( | ||
float4 aPosition, | ||
float2 aTexcoord, | ||
uniform input IN, | ||
uniform float4x4 wvp, | ||
out out_vertex OUT | ||
) | ||
{ | ||
OUT.position = mul(aPosition, wvp); | ||
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float2 ps = float2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y); | ||
float dx = ps.x; | ||
float dy = ps.y; | ||
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OUT.texCoord = aTexcoord; | ||
OUT.t1.xy = float2( 0,-dy); // B | ||
OUT.t1.zw = float2(-dx, 0); // D | ||
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} |