mirror of
https://github.com/libretro/RetroArch
synced 2024-12-29 12:31:05 +00:00
88 lines
2.3 KiB
Plaintext
88 lines
2.3 KiB
Plaintext
/*
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Author: Themaister
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License: Public domain
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*/
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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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struct deltas
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{
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float2 UL, UR, DL, DR;
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};
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float3 quad_inter(float3 x0, float3 x1, float3 x2, float x)
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{
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float3 poly[3];
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poly[2] = 0.5*x0 - x1 + 0.5*x2;
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poly[1] = -1.5*x0 + 2.0*x1 - 0.5*x2;
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poly[0] = x0;
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return poly[2] * x * x + poly[1] * x + poly[0];
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}
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output main_fragment (float2 tex : TEXCOORD0, uniform input IN, uniform sampler2D s0 : TEXUNIT0)
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{
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float2 texsize = IN.texture_size;
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float sharpness = 2.0;
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float dx = float(pow(sharpness * texsize.x, -1.0));
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float dy = float(pow(sharpness * texsize.y, -1.0));
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float3 c00 = tex2D(s0, tex + float2(-dx, -dy)).xyz;
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float3 c01 = tex2D(s0, tex + float2(-dx, 0)).xyz;
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float3 c02 = tex2D(s0, tex + float2(-dx, dy)).xyz;
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float3 c10 = tex2D(s0, tex + float2(0, -dy)).xyz;
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float3 c11 = tex2D(s0, tex + float2(0, 0)).xyz;
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float3 c12 = tex2D(s0, tex + float2(0, dy)).xyz;
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float3 c20 = tex2D(s0, tex + float2(dx, -dy)).xyz;
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float3 c21 = tex2D(s0, tex + float2(dx, 0)).xyz;
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float3 c22 = tex2D(s0, tex + float2(dx, dy)).xyz;
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float frac_amt_x = frac(tex.x * texsize.x);
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float frac_amt_y = frac(tex.y * texsize.y);
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float3 loval = quad_inter(c00, c10, c20, frac_amt_x + 0.5);
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float3 midval = quad_inter(c01, c11, c21, frac_amt_x + 0.5);
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float3 hival = quad_inter(c02, c12, c22, frac_amt_x + 0.5);
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float3 res = quad_inter(loval, midval, hival, frac_amt_y + 0.5);
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output OUT;
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// Bilinear!
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// float3 first = lerp(c00, c20, frac(tex.x * texsize.x + 0.5));
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// float3 second = lerp(c02, c22, frac(tex.x * texsize.x + 0.5));
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// float3 res = lerp(first, second, frac(tex.y * texsize.y + 0.5));
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// OUT.color = float4(res, 1.0);
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OUT.color = float4(res, 1.0);
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return OUT;
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}
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