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https://github.com/libretro/RetroArch
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hq2x filter
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parent
c21b6d1f7d
commit
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94
hqflt/cg/hq2x.cg
Executable file
94
hqflt/cg/hq2x.cg
Executable file
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/* Default Vertex shader */
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void main_vertex
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(
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float4 position : POSITION,
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float4 color : COLOR,
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float2 texCoord : TEXCOORD0,
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uniform float4x4 modelViewProj,
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out float4 oPosition : POSITION,
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out float4 oColor : COLOR,
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out float2 otexCoord : TEXCOORD
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)
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{
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oPosition = mul(modelViewProj, position);
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oColor = color;
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otexCoord = texCoord;
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}
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struct output
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{
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float4 color : COLOR;
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};
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struct input
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{
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float2 video_size;
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float2 texture_size;
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float2 output_size;
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};
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const float mx = 0.325; // start smoothing wt.
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const float k = -0.250; // wt. decrease factor
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const float max_w = 0.25; // max filter weigth
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const float min_w =-0.05; // min filter weigth
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const float lum_add = 0.25; // effects smoothing
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output main_fragment(float2 texCoord : TEXCOORD0, uniform sampler2D decal : TEXUNIT0, uniform input IN)
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{
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float x = 0.5 * (1.0 / IN.texture_size.x);
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float y = 0.5 * (1.0 / IN.texture_size.y);
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float2 dg1 = float2( x, y);
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float2 dg2 = float2(-x, y);
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float2 dx = float2(x, 0.0);
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float2 dy = float2(0.0, y);
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float4 TexCoord[5];
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TexCoord[0] = float4(texCoord, 0.0, 0.0);
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TexCoord[1].xy = TexCoord[0].xy - dg1;
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TexCoord[1].zw = TexCoord[0].xy - dy;
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TexCoord[2].xy = TexCoord[0].xy - dg2;
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TexCoord[2].zw = TexCoord[0].xy + dx;
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TexCoord[3].xy = TexCoord[0].xy + dg1;
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TexCoord[3].zw = TexCoord[0].xy + dy;
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TexCoord[4].xy = TexCoord[0].xy + dg2;
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TexCoord[4].zw = TexCoord[0].xy - dx;
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float3 c00 = tex2D(decal, TexCoord[1].xy).xyz;
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float3 c10 = tex2D(decal, TexCoord[1].zw).xyz;
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float3 c20 = tex2D(decal, TexCoord[2].xy).xyz;
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float3 c01 = tex2D(decal, TexCoord[4].zw).xyz;
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float3 c11 = tex2D(decal, TexCoord[0].xy).xyz;
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float3 c21 = tex2D(decal, TexCoord[2].zw).xyz;
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float3 c02 = tex2D(decal, TexCoord[4].xy).xyz;
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float3 c12 = tex2D(decal, TexCoord[3].zw).xyz;
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float3 c22 = tex2D(decal, TexCoord[3].xy).xyz;
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float3 dt = float3(1.0, 1.0, 1.0);
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float md1 = dot(abs(c00 - c22), dt);
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float md2 = dot(abs(c02 - c20), dt);
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float w1 = dot(abs(c22 - c11), dt) * md2;
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float w2 = dot(abs(c02 - c11), dt) * md1;
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float w3 = dot(abs(c00 - c11), dt) * md2;
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float w4 = dot(abs(c20 - c11), dt) * md1;
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float t1 = w1 + w3;
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float t2 = w2 + w4;
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float ww = max(t1, t2) + 0.0001;
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c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);
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float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);
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float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);
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w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);
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w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);
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w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
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w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);
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output OUT;
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OUT.color = float4(w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11, 1.0);
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return OUT;
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}
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