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Add sharp_bilinear/sharp_bilinear+nds_color shaders
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// sharp_bilinear+nds_color shader | ||
============================================= | ||
<options> | ||
name=Sharp Bilinear + NDS Color | ||
textures=1 | ||
</options> | ||
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<fheader> | ||
#if GL_ES | ||
#ifdef GL_FRAGMENT_PRECISION_HIGH | ||
precision highp float; | ||
#else | ||
precision mediump float; | ||
#endif | ||
#endif | ||
</fheader> | ||
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<texture:0> | ||
input=framebuffer | ||
min_filter=GL_LINEAR | ||
mag_filter=GL_LINEAR | ||
</texture> | ||
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<pass> | ||
shader=sharp_bilinear+nds_color.dsd | ||
sampler:u_texture=0 | ||
</pass> |
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// sharp_bilinear+nds_color - This is an integer prescale filter that should be combined | ||
// with bilinear hardware filtering (GL_LINEAR filter or some such) to achieve | ||
// a smooth scaling result with minimum blur. This is good for pixel graphics | ||
// that are scaled by non-integer factors. Also applies colour correction to mimic | ||
// the display characteristics of an NDS Phat | ||
// | ||
// - Original 'sharp_bilinear' code copyright (C) rsn8887 & TheMaister and | ||
// released into the public domain | ||
// | ||
// - Original 'nds_color' code written by hunterk, modified by Pokefan531 and | ||
// released into the public domain | ||
// | ||
// 'Ported' (i.e. copy/paste) to DraStic format by jdgleaver | ||
// | ||
// This program is free software; you can redistribute it and/or modify it | ||
// under the terms of the GNU General Public License as published by the Free | ||
// Software Foundation; either version 2 of the License, or (at your option) | ||
// any later version. | ||
============================================= | ||
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<vertex> | ||
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attribute vec2 a_vertex_coordinate; | ||
attribute vec2 a_texture_coordinate; | ||
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uniform vec4 u_texture_size; | ||
uniform vec2 u_target_size; | ||
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varying vec2 precalc_texel; | ||
varying vec2 precalc_scale; | ||
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void main() | ||
{ | ||
gl_Position = vec4(a_vertex_coordinate.xy, 0.0, 1.0); | ||
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precalc_texel = a_texture_coordinate * u_texture_size.zw; | ||
precalc_scale = floor(u_target_size.xy / u_texture_size.zw) + 1.0; | ||
} | ||
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</vertex> | ||
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<fragment> | ||
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// Colour defines... | ||
#define target_gamma 2.2 | ||
#define display_gamma 2.2 | ||
#define r 0.85 | ||
#define g 0.655 | ||
#define b 0.865 | ||
#define rg 0.095 | ||
#define rb 0.06 | ||
#define gr 0.20 | ||
#define gb 0.075 | ||
#define br -0.05 | ||
#define bg 0.25 | ||
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uniform sampler2D u_texture; | ||
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uniform vec4 u_texture_size; | ||
uniform vec2 u_target_size; | ||
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varying vec2 precalc_texel; | ||
varying vec2 precalc_scale; | ||
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void main() | ||
{ | ||
vec2 texel_floored = floor(precalc_texel); | ||
vec2 s = fract(precalc_texel); | ||
vec2 region_range = 0.5 - 0.5 / precalc_scale; | ||
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// Figure out where in the texel to sample to get correct pre-scaled bilinear. | ||
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually. | ||
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vec2 center_dist = s - 0.5; | ||
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * precalc_scale + 0.5; | ||
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vec2 mod_texel = texel_floored + f; | ||
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// Get colour sample and apply colour correction | ||
vec3 colour = pow(texture2D(u_texture, mod_texel / u_texture_size.zw).rgb, vec3(target_gamma)); | ||
colour = clamp(colour, 0.0, 1.0); | ||
colour = pow( | ||
mat3(r, rg, rb, | ||
gr, g, gb, | ||
br, bg, b) * colour, | ||
vec3(1.0 / display_gamma) | ||
); | ||
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gl_FragColor = vec4(colour.rgb, 1.0); | ||
} | ||
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</fragment> |
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// sharp_bilinear shader | ||
============================================= | ||
<options> | ||
name=Sharp Bilinear | ||
textures=1 | ||
</options> | ||
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<fheader> | ||
#if GL_ES | ||
#ifdef GL_FRAGMENT_PRECISION_HIGH | ||
precision highp float; | ||
#else | ||
precision mediump float; | ||
#endif | ||
#endif | ||
</fheader> | ||
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<texture:0> | ||
input=framebuffer | ||
min_filter=GL_LINEAR | ||
mag_filter=GL_LINEAR | ||
</texture> | ||
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<pass> | ||
shader=sharp_bilinear.dsd | ||
sampler:u_texture=0 | ||
</pass> |
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// sharp_bilinear - This is an integer prescale filter that should be combined | ||
// with bilinear hardware filtering (GL_LINEAR filter or some such) to achieve | ||
// a smooth scaling result with minimum blur. This is good for pixel graphics | ||
// that are scaled by non-integer factors. | ||
// | ||
// Original code copyright (C) rsn8887 & TheMaister and released into the | ||
// public domain | ||
// | ||
// 'Ported' (i.e. copy/paste) to DraStic format by jdgleaver | ||
// | ||
// This program is free software; you can redistribute it and/or modify it | ||
// under the terms of the GNU General Public License as published by the Free | ||
// Software Foundation; either version 2 of the License, or (at your option) | ||
// any later version. | ||
============================================= | ||
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<vertex> | ||
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attribute vec2 a_vertex_coordinate; | ||
attribute vec2 a_texture_coordinate; | ||
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uniform vec4 u_texture_size; | ||
uniform vec2 u_target_size; | ||
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varying vec2 precalc_texel; | ||
varying vec2 precalc_scale; | ||
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void main() | ||
{ | ||
gl_Position = vec4(a_vertex_coordinate.xy, 0.0, 1.0); | ||
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precalc_texel = a_texture_coordinate * u_texture_size.zw; | ||
precalc_scale = floor(u_target_size.xy / u_texture_size.zw) + 1.0; | ||
} | ||
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</vertex> | ||
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<fragment> | ||
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uniform sampler2D u_texture; | ||
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uniform vec4 u_texture_size; | ||
uniform vec2 u_target_size; | ||
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varying vec2 precalc_texel; | ||
varying vec2 precalc_scale; | ||
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void main() | ||
{ | ||
vec2 texel_floored = floor(precalc_texel); | ||
vec2 s = fract(precalc_texel); | ||
vec2 region_range = 0.5 - 0.5 / precalc_scale; | ||
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// Figure out where in the texel to sample to get correct pre-scaled bilinear. | ||
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually. | ||
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vec2 center_dist = s - 0.5; | ||
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * precalc_scale + 0.5; | ||
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vec2 mod_texel = texel_floored + f; | ||
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vec3 colour = texture2D(u_texture, mod_texel / u_texture_size.zw).rgb; | ||
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gl_FragColor = vec4(colour.rgb, 1.0); | ||
} | ||
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</fragment> |