-bgfx: Fixed the following xBR shaders: xBR-lv2-fast, xBR-lv2-noblend, xBR-lv2, xBR-lv3-noblend, and xBR-lv3. [Ryan Holtz]

This commit is contained in:
MooglyGuy 2017-06-10 12:50:05 +02:00
parent 1c5d2e9466
commit 8496545170
46 changed files with 294 additions and 472 deletions

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@ -27,7 +27,7 @@
*/
{
"name": "xBR-lv2-3d",
"name": "xBR-lv2 3D",
"author": "Hyllian",
"passes": [
{

View File

@ -29,13 +29,6 @@
{
"name": "xBR-lv2 Fast",
"author": "Hyllian",
"targets": [
{
"name": "internal",
"mode": "guest",
"doublebuffer": true
}
],
"passes": [
{
"effect": "xbr/xbr-lv2-fast",
@ -43,14 +36,6 @@
"input": [
{ "sampler": "decal", "texture": "screen" }
],
"output": "internal"
},
{
"effect": "misc/blit",
"name": "Upscale",
"input": [
{ "sampler": "s_tex", "target": "internal" }
],
"output": "output"
}
]

View File

@ -29,13 +29,6 @@
{
"name": "xBR-lv2 No Blend",
"author": "Hyllian",
"targets": [
{
"name": "internal",
"mode": "guest",
"doublebuffer": true
}
],
"passes": [
{
"effect": "xbr/xbr-lv2-noblend",
@ -43,14 +36,6 @@
"input": [
{ "sampler": "decal", "texture": "screen" }
],
"output": "internal"
},
{
"effect": "misc/blit",
"name": "Upscale",
"input": [
{ "sampler": "s_tex", "target": "internal" }
],
"output": "output"
}
]

View File

@ -29,13 +29,6 @@
{
"name": "xBR-lv2",
"author": "Hyllian",
"targets": [
{
"name": "internal",
"mode": "guest",
"doublebuffer": true
}
],
"passes": [
{
"effect": "xbr/xbr-lv2",
@ -43,14 +36,6 @@
"input": [
{ "sampler": "decal", "texture": "screen" }
],
"output": "internal"
},
{
"effect": "misc/blit",
"name": "Upscale",
"input": [
{ "sampler": "s_tex", "target": "internal" }
],
"output": "output"
}
]

View File

@ -1,4 +1,4 @@
$input v_texcoord0, v_texcoord1, v_color0
$input v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4, v_texcoord5, v_texcoord6, v_texcoord7, v_color0
// license:MIT
// copyright-holders:Hyllian
@ -51,19 +51,6 @@ SAMPLER2D(decal, 0);
#define SMOOTH_TIPS
#endif
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
const vec4 Y = vec4(0.2126, 0.7152, 0.0722, 0.0);
vec4 df(vec4 A, vec4 B)
{
return abs(A - B);
@ -71,43 +58,17 @@ vec4 df(vec4 A, vec4 B)
float c_df(vec3 c1, vec3 c2)
{
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
vec4 ge(vec4 A, vec4 B)
{
return vec4(greaterThanEqual(A, B));
}
vec4 le(vec4 A, vec4 B)
{
return vec4(lessThanEqual(A, B));
}
vec4 lt(vec4 A, vec4 B)
{
return vec4(lessThan(A, B));
return dot(abs(c1 - c2), vec3(1.0, 1.0, 1.0));
}
vec4 eq(vec4 A, vec4 B)
{
return vec4(equal(A, B));
return vec4(lessThan(df(A, B), XBR_EQ_THRESHOLD.xxxx));
}
vec4 ne(vec4 A, vec4 B)
vec4 neq(vec4 A, vec4 B)
{
return vec4(notEqual(A, B));
}
vec4 abslt(vec4 A, vec4 B)
{
return lt(df(A, B), XBR_EQ_THRESHOLD.xxxx);
}
vec4 absge(vec4 A, vec4 B)
{
return ge(df(A, B), XBR_EQ_THRESHOLD.xxxx);
return vec4(greaterThanEqual(df(A, B), XBR_EQ_THRESHOLD.xxxx));
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
@ -117,40 +78,47 @@ vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, v
void main()
{
vec4 Y = vec4(0.2126, 0.7152, 0.0722, 0.0);
vec4 delta = 1.0 / XBR_SCALE.xxxx;
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) / XBR_SCALE.xxxx;
vec4 deltaU = deltaL.yxwz;
vec2 fp = fract(v_texcoord0 * u_tex_size0.xy / XBR_RES.xx);
vec4 A1 = texture2D(decal, v_texcoord1.xw);
vec4 B1 = texture2D(decal, v_texcoord1.yw);
vec4 C1 = texture2D(decal, v_texcoord1.zw);
vec4 A = texture2D(decal, v_texcoord2.xw);
vec4 B = texture2D(decal, v_texcoord2.yw);
vec4 C = texture2D(decal, v_texcoord2.zw);
vec4 D = texture2D(decal, v_texcoord3.xw);
vec4 E = texture2D(decal, v_texcoord3.yw);
vec4 F = texture2D(decal, v_texcoord3.zw);
vec4 G = texture2D(decal, v_texcoord4.xw);
vec4 H = texture2D(decal, v_texcoord4.yw);
vec4 I = texture2D(decal, v_texcoord4.zw);
vec4 G5 = texture2D(decal, v_texcoord5.xw);
vec4 H5 = texture2D(decal, v_texcoord5.yw);
vec4 I5 = texture2D(decal, v_texcoord5.zw);
vec4 A0 = texture2D(decal, v_texcoord6.xy);
vec4 D0 = texture2D(decal, v_texcoord6.xz);
vec4 G0 = texture2D(decal, v_texcoord6.xw);
vec4 C4 = texture2D(decal, v_texcoord7.xy);
vec4 F4 = texture2D(decal, v_texcoord7.xz);
vec4 I4 = texture2D(decal, v_texcoord7.xw);
vec2 dx = vec2(XBR_RES.x / u_tex_size0.x, 0.0);
vec2 dy = vec2(0.0, XBR_RES.x / u_tex_size0.y);
vec2 tex = (floor(v_texcoord0 * u_tex_size0.xy / XBR_RES.xx) + vec2(0.5, 0.5)) * XBR_RES.xx / u_tex_size0.xy;
vec2 dx = v_texcoord1.xy;
vec2 dy = v_texcoord1.zw;
vec4 A = texture2D(decal, v_texcoord0 -dx -dy);
vec4 B = texture2D(decal, v_texcoord0 -dy);
vec4 C = texture2D(decal, v_texcoord0 +dx -dy);
vec4 D = texture2D(decal, v_texcoord0 -dx );
vec4 E = texture2D(decal, v_texcoord0 );
vec4 F = texture2D(decal, v_texcoord0 +dx );
vec4 G = texture2D(decal, v_texcoord0 -dx +dy);
vec4 H = texture2D(decal, v_texcoord0 +dy);
vec4 I = texture2D(decal, v_texcoord0 +dx +dy);
vec4 A1 = texture2D(decal, v_texcoord0 -dx -2.0*dy);
vec4 B1 = texture2D(decal, v_texcoord0 -2.0*dy);
vec4 C1 = texture2D(decal, v_texcoord0 +dx -2.0*dy);
vec4 G5 = texture2D(decal, v_texcoord0 -dx +2.0*dy);
vec4 H5 = texture2D(decal, v_texcoord0 +2.0*dy);
vec4 I5 = texture2D(decal, v_texcoord0 +dx +2.0*dy);
vec4 A0 = texture2D(decal, v_texcoord0 -2.0*dx -dy);
vec4 D0 = texture2D(decal, v_texcoord0 -2.0*dx );
vec4 G0 = texture2D(decal, v_texcoord0 -2.0*dx +dy);
vec4 C4 = texture2D(decal, v_texcoord0 +2.0*dx -dy);
vec4 F4 = texture2D(decal, v_texcoord0 +2.0*dx );
vec4 I4 = texture2D(decal, v_texcoord0 +2.0*dx +dy);
vec4 F6 = texture2D(decal, tex +dx+0.25*dx+0.25*dy);
vec4 F7 = texture2D(decal, tex +dx+0.25*dx-0.25*dy);
vec4 F8 = texture2D(decal, tex +dx-0.25*dx-0.25*dy);
@ -171,53 +139,66 @@ void main()
vec4 H8 = texture2D(decal, tex -0.25*dx-0.25*dy+dy);
vec4 H9 = texture2D(decal, tex -0.25*dx+0.25*dy+dy);
vec4 b = mul(mat4(B, D, H, F), XBR_Y_WEIGHT.xxxx * Y);
vec4 c = mul(mat4(C, A, G, I), XBR_Y_WEIGHT.xxxx * Y);
vec4 e = mul(mat4(E, E, E, E), XBR_Y_WEIGHT.xxxx * Y);
vec4 weightVec = XBR_Y_WEIGHT.xxxx * Y;
vec4 b = instMul(weightVec, mat4(B, D, H, F));
vec4 c = instMul(weightVec, mat4(C, A, G, I));
vec4 e = instMul(weightVec, mat4(E, E, E, E));
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = mul(mat4(I4, C1, A0, G5), XBR_Y_WEIGHT.xxxx * Y);
vec4 i5 = mul(mat4(I5, C4, A1, G0), XBR_Y_WEIGHT.xxxx * Y);
vec4 h5 = mul(mat4(H5, F4, B1, D0), XBR_Y_WEIGHT.xxxx * Y);
vec4 i4 = instMul(weightVec, mat4(I4, C1, A0, G5));
vec4 i5 = instMul(weightVec, mat4(I5, C4, A1, G0));
vec4 h5 = instMul(weightVec, mat4(H5, F4, B1, D0));
vec4 f4 = h5.yzwx;
vec4 f0 = mul(mat4(F6, B6, D6, H6), XBR_Y_WEIGHT.xxxx * Y);
vec4 f1 = mul(mat4(F7, B7, D7, H7), XBR_Y_WEIGHT.xxxx * Y);
vec4 f2 = mul(mat4(F8, B8, D8, H8), XBR_Y_WEIGHT.xxxx * Y);
vec4 f3 = mul(mat4(F9, B9, D9, H9), XBR_Y_WEIGHT.xxxx * Y);
vec4 f0 = instMul(weightVec, mat4(F6, B6, D6, H6));
vec4 f1 = instMul(weightVec, mat4(F7, B7, D7, H7));
vec4 f2 = instMul(weightVec, mat4(F8, B8, D8, H8));
vec4 f3 = instMul(weightVec, mat4(F9, B9, D9, H9));
vec4 h0 = f0.wxyz;
vec4 h1 = f1.wxyz;
vec4 h2 = f2.wxyz;
vec4 h3 = f3.wxyz;
vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
// These inequations define the line below which interpolation occurs.
vec4 fx = (Ao*fp.y+Bo*fp.x);
vec4 fx_left = (Ax*fp.y+Bx*fp.x);
vec4 fx_up = (Ay*fp.y+By*fp.x);
vec4 block_3d = (eq(f0,f1) * eq(f1,f2) * eq(f2,f3) * eq(h0,h1) * eq(h1,h2) * eq(h2,h3));
vec4 interp_restriction_lv0 = (ne(e,f) * ne(e,h) * block_3d);
vec4 block_3d = vec4(equal(f0,f1)) * vec4(equal(f1,f2)) * vec4(equal(f2,f3)) * vec4(equal(h0,h1)) * vec4(equal(h1,h2)) * vec4(equal(h2,h3));
vec4 interp_restriction_lv0 = vec4(notEqual(e,f)) * vec4(notEqual(e,h)) * block_3d;
vec4 interp_restriction_lv1 = interp_restriction_lv0;
#ifdef CORNER_B
interp_restriction_lv1 = (interp_restriction_lv0 * (ge(f,b) * ge(h,d) + eq(e,i) * ge(f,i4) * ge(h,i5) + eq(e,g) + eq(e,c)));
interp_restriction_lv1 = (interp_restriction_lv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
#endif
#ifdef CORNER_D
vec4 c1 = i4.yzwx;
vec4 g0 = i5.wxyz;
interp_restriction_lv1 = (interp_restriction_lv0 * (ge(f,b) * ge(h,d) + eq(e,i) * ge(f,i4) * ge(h,i5) + eq(e,g) + eq(e,c) ) * (ne(f,f4) * ne(f,i) + ne(h,h5) * ne(h,i) + ne(h,g) + ne(f,c) + eq(b,c1) * eq(d,g0)));
interp_restriction_lv1 = (interp_restriction_lv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) * (vec4(notEqual(f,f4)) * vec4(notEqual(f,i)) + vec4(notEqual(h,h5)) * vec4(notEqual(h,i)) + vec4(notEqual(h,g)) + vec4(notEqual(f,c)) + eq(b,c1) * eq(d,g0)));
#endif
#ifdef CORNER_C
interp_restriction_lv1 = (interp_restriction_lv0 * (ge(f,b) * ge(f,c) + ge(h,d) * ge(h,g) + eq(e,i) * (ge(f,f4) * ge(f,i4) + ge(h,h5) * ge(h,i5)) + eq(e,g) + eq(e,c)));
interp_restriction_lv1 = (interp_restriction_lv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
#endif
//interp_restriction_lv1 = clamp(interp_restriction_lv1, 0.0, 1.0);
vec4 interp_restriction_lv2_left = (ne(e,g) * ne(d,g));
vec4 interp_restriction_lv2_up = (ne(e,c) * ne(b,c));
vec4 interp_restriction_lv2_left = vec4(notEqual(e,g)) * vec4(notEqual(d,g));
vec4 interp_restriction_lv2_up = vec4(notEqual(e,c)) * vec4(notEqual(b,c));
vec4 fx45i = saturate((fx + delta -Co - Ci) / (2.0 * delta ));
vec4 fx45 = saturate((fx + delta -Co ) / (2.0 * delta ));
@ -227,17 +208,19 @@ void main()
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
vec4 edri = le(wd1,wd2) * interp_restriction_lv0;
vec4 edr = lt(wd1,wd2) * interp_restriction_lv1;
vec4 edr_left = le(XBR_LV2_COEFFICIENT.xxxx * df(f,g), df(h,c)) * interp_restriction_lv2_left * edr;
vec4 edr_up = ge(df(f,g), XBR_LV2_COEFFICIENT.xxxx * df(h,c)) * interp_restriction_lv2_up * edr;
vec4 edri = vec4(lessThanEqual(wd1,wd2)) * interp_restriction_lv0;
vec4 edr = vec4(lessThan(wd1,wd2)) * interp_restriction_lv1;
vec4 hcDiff = df(h,c);
vec4 fgDiff = df(f,g);
vec4 edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT.xxxx * fgDiff, hcDiff)) * interp_restriction_lv2_left * edr;
vec4 edr_up = vec4(greaterThanEqual(fgDiff, XBR_LV2_COEFFICIENT.xxxx * hcDiff)) * interp_restriction_lv2_up * edr;
fx45 = edr * fx45;
fx30 = edr_left * fx30;
fx60 = edr_up * fx60;
fx45i = edri * fx45i;
fx45 = clamp(edr, 0.0, 1.0) * fx45;
fx30 = clamp(edr_left, 0.0, 1.0) * fx30;
fx60 = clamp(edr_up, 0.0, 1.0) * fx60;
fx45i = clamp(edri, 0.0, 1.0) * fx45i;
vec4 px = le(df(e,f3), df(e,h1));
vec4 px = vec4(lessThanEqual(df(e,f3), df(e,h1)));
#ifdef SMOOTH_TIPS
vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));

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@ -50,19 +50,6 @@ SAMPLER2D(decal, 0);
#define SMOOTH_TIPS
#endif
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
const vec4 Y = vec4(0.2126, 0.7152, 0.0722, 0.0);
vec4 df(vec4 A, vec4 B)
{
return abs(A - B);
@ -70,43 +57,17 @@ vec4 df(vec4 A, vec4 B)
float c_df(vec3 c1, vec3 c2)
{
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
vec4 ge(vec4 A, vec4 B)
{
return vec4(greaterThanEqual(A, B));
}
vec4 le(vec4 A, vec4 B)
{
return vec4(lessThanEqual(A, B));
}
vec4 lt(vec4 A, vec4 B)
{
return vec4(lessThan(A, B));
return dot(abs(c1 - c2), vec3(1.0, 1.0, 1.0));
}
vec4 eq(vec4 A, vec4 B)
{
return vec4(equal(A, B));
return vec4(lessThan(df(A, B), XBR_EQ_THRESHOLD.xxxx));
}
vec4 ne(vec4 A, vec4 B)
vec4 neq(vec4 A, vec4 B)
{
return vec4(notEqual(A, B));
}
vec4 abslt(vec4 A, vec4 B)
{
return lt(df(A, B), XBR_EQ_THRESHOLD.xxxx);
}
vec4 absge(vec4 A, vec4 B)
{
return ge(df(A, B), XBR_EQ_THRESHOLD.xxxx);
return vec4(greaterThanEqual(df(A, B), XBR_EQ_THRESHOLD.xxxx));
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
@ -117,6 +78,8 @@ vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, v
void main()
{
vec4 Y = vec4(0.2126, 0.7152, 0.0722, 0.0);
vec4 delta = 1.0 / XBR_SCALE.xxxx;
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) / XBR_SCALE.xxxx;
vec4 deltaU = deltaL.yxwz;
@ -135,9 +98,10 @@ void main()
vec4 H = texture2D(decal, v_texcoord3.yw);
vec4 I = texture2D(decal, v_texcoord3.zw);
vec4 b = mul(mat4(B, D, H, F), XBR_Y_WEIGHT.xxxx * Y);
vec4 c = mul(mat4(C, A, G, I), XBR_Y_WEIGHT.xxxx * Y);
vec4 e = mul(mat4(E, E, E, E), XBR_Y_WEIGHT.xxxx * Y);
vec4 weightVec = XBR_Y_WEIGHT.xxxx * Y;
vec4 b = instMul(weightVec, mat4(B, D, H, F));
vec4 c = instMul(weightVec, mat4(C, A, G, I));
vec4 e = instMul(weightVec, mat4(E, E, E, E));
vec4 a = c.yzwx;
vec4 d = b.yzwx;
vec4 f = b.wxyz;
@ -145,20 +109,31 @@ void main()
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
// These inequations define the line below which interpolation occurs.
vec4 fx = (Ao*fp.y+Bo*fp.x);
vec4 fx_left = (Ax*fp.y+Bx*fp.x);
vec4 fx_up = (Ay*fp.y+By*fp.x);
vec4 interp_restriction_lv0 = (ne(e,f) * ne(e,h));
vec4 interp_restriction_lv1 = interp_restriction_lv0;
vec4 interp_restriction_lv0 = vec4(notEqual(e,f)) * vec4(notEqual(e,h));
vec4 interp_restriction_lv1 = interp_restriction_lv0;
#ifndef CORNER_A
interp_restriction_lv1 = clamp(interp_restriction_lv0 * (ge(f,b) * ge(f,c) + ge(h,d) * ge(h,g) + lt(e,g) + lt(e,c)), 0.0, 1.0);
interp_restriction_lv1 = clamp(interp_restriction_lv0 * (neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,g) + eq(e,c)), 0.0, 1.0);
#endif
vec4 interp_restriction_lv2_left = (ne(e,g) * ne(d,g));
vec4 interp_restriction_lv2_up = (ne(e,c) * ne(b,c));
vec4 interp_restriction_lv2_left = vec4(notEqual(e,g)) * vec4(notEqual(d,g));
vec4 interp_restriction_lv2_up = vec4(notEqual(e,c)) * vec4(notEqual(b,c));
vec4 fx45i = saturate((fx + delta -Co - Ci) / (2.0 * delta ));
vec4 fx45 = saturate((fx + delta -Co ) / (2.0 * delta ));
@ -168,17 +143,19 @@ void main()
vec4 wd1 = weighted_distance( d, b, g, e, e, c, h, f);
vec4 wd2 = weighted_distance( a, e, b, f, d, h, e, i);
vec4 edri = le(wd1, wd2) * interp_restriction_lv0;
vec4 edr = lt(wd1, wd2) * interp_restriction_lv1;
vec4 edr_left = le(XBR_LV2_COEFFICIENT.xxxx * df(f,g), df(h,c)) * interp_restriction_lv2_left * edr;
vec4 edr_up = ge(df(f,g), XBR_LV2_COEFFICIENT.xxxx * df(h,c)) * interp_restriction_lv2_up * edr;
vec4 edri = vec4(lessThanEqual(wd1, wd2)) * interp_restriction_lv0;
vec4 edr = vec4(lessThan(wd1, wd2)) * interp_restriction_lv1;
vec4 hcDiff = df(h,c);
vec4 fgDiff = df(f,g);
vec4 edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT.xxxx * fgDiff, hcDiff)) * interp_restriction_lv2_left * edr;
vec4 edr_up = vec4(greaterThanEqual(fgDiff, XBR_LV2_COEFFICIENT.xxxx * hcDiff)) * interp_restriction_lv2_up * edr;
fx45 = edr * fx45;
fx30 = edr_left * fx30;
fx60 = edr_up * fx60;
fx45i = edri * fx45i;
vec4 px = le(df(e,f), df(e,h));
vec4 px = vec4(lessThanEqual(df(e,f), df(e,h)));
#ifdef SMOOTH_TIPS
vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));

View File

@ -44,8 +44,6 @@ SAMPLER2D(decal, 0);
//#define CORNER_C
//#define CORNER_D
const vec4 Y = vec4(0.2126, 0.7152, 0.0722, 0.0);
vec4 df(vec4 A, vec4 B)
{
return abs(A - B);
@ -53,48 +51,17 @@ vec4 df(vec4 A, vec4 B)
float c_df(vec3 c1, vec3 c2)
{
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
vec4 ge(vec4 A, vec4 B)
{
return vec4(greaterThanEqual(A, B));
}
vec4 le(vec4 A, vec4 B)
{
return vec4(lessThanEqual(A, B));
}
vec4 lt(vec4 A, vec4 B)
{
return vec4(lessThan(A, B));
return dot(abs(c1 - c2), vec3(1.0, 1.0, 1.0));
}
vec4 eq(vec4 A, vec4 B)
{
return vec4(equal(A, B));
return vec4(lessThan(df(A, B), XBR_EQ_THRESHOLD.xxxx));
}
vec4 ne(vec4 A, vec4 B)
vec4 neq(vec4 A, vec4 B)
{
return vec4(notEqual(A, B));
}
vec4 gt(vec4 A, vec4 B)
{
return vec4(greaterThan(A, B));
}
vec4 abslt(vec4 A, vec4 B)
{
return lt(df(A, B), XBR_EQ_THRESHOLD.xxxx);
}
vec4 absge(vec4 A, vec4 B)
{
return ge(df(A, B), XBR_EQ_THRESHOLD.xxxx);
return vec4(greaterThanEqual(df(A, B), XBR_EQ_THRESHOLD.xxxx));
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
@ -104,6 +71,8 @@ vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, v
void main()
{
vec4 Y = vec4(0.2126, 0.7152, 0.0722, 0.0);
vec2 fp = fract(v_texcoord0 * u_tex_size0.xy);
vec4 A1 = texture2D(decal, v_texcoord1.xw);
@ -134,18 +103,18 @@ void main()
vec4 F4 = texture2D(decal, v_texcoord7.xz);
vec4 I4 = texture2D(decal, v_texcoord7.xw);
vec4 b = mul(mat4(B, D, H, F), Y);
vec4 c = mul(mat4(C, A, G, I), Y);
vec4 e = mul(mat4(E, E, E, E), Y);
vec4 b = instMul(Y, mat4(B, D, H, F));
vec4 c = instMul(Y, mat4(C, A, G, I));
vec4 e = instMul(Y, mat4(E, E, E, E));
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = mul(mat4(I4, C1, A0, G5), Y);
vec4 i5 = mul(mat4(I5, C4, A1, G0), Y);
vec4 h5 = mul(mat4(H5, F4, B1, D0), Y);
vec4 i4 = instMul(Y, mat4(I4, C1, A0, G5));
vec4 i5 = instMul(Y, mat4(I5, C4, A1, G0));
vec4 h5 = instMul(Y, mat4(H5, F4, B1, D0));
vec4 f4 = h5.yzwx;
vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
@ -159,49 +128,47 @@ void main()
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
// These inequations define the line below which interpolation occurs.
vec4 fx = gt(Ao * fp.y + Bo * fp.x, Co);
vec4 fx_left = gt(Ax * fp.y + Bx * fp.x, Cx);
vec4 fx_up = gt(Ay * fp.y + By * fp.x, Cy);
vec4 fx = vec4(greaterThan(Ao * fp.y + Bo * fp.x, Co));
vec4 fx_left = vec4(greaterThan(Ax * fp.y + Bx * fp.x, Cx));
vec4 fx_up = vec4(greaterThan(Ay * fp.y + By * fp.x, Cy));
#ifdef CORNER_A
vec4 interp_restriction_lv1 = ne(e,f) * ne(e,h);
vec4 interp_restriction_lv1 = vec4(notEqual(e,f)) * vec4(notEqual(e,h));
#endif
#ifdef CORNER_B
vec4 interp_restriction_lv1 = (ne(e,f) * ne(e,h) * (ge(f,b) * ge(h,d) + lt(e,i) * ge(f,i4) * ge(h,i5) + lt(e,g) + lt(e,c)));
vec4 interp_restriction_lv1 = (vec4(notEqual(e,f)) * vec4(notEqual(e,h)) * (neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c)));
#endif
#ifdef CORNER_D
vec4 c1 = i4.yzwx;
vec4 g0 = i5.wxyz;
vec4 interp_restriction_lv1 = (ne(e,f) * ne(e,h) * (ge(f,b) * ge(h,d) + lt(e,i) * ge(f,i4) * ge(h,i5) + lt(e,g) + lt(e,c) ) * (ne(f,f4) * ne(f,i) + ne(h,h5) * ne(h,i) + ne(h,g) + ne(f,c) + lt(b,c1) * lt(d,g0)));
vec4 interp_restriction_lv1 = (vec4(notEqual(e,f)) * vec4(notEqual(e,h)) * (neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) * (vec4(notEqual(f,f4)) * vec4(notEqual(f,i)) + vec4(notEqual(h,h5)) * vec4(notEqual(h,i)) + vec4(notEqual(h,g)) + vec4(notEqual(f,c)) + eq(b,c1) * eq(d,g0)));
#endif
#ifdef CORNER_C
vec4 interp_restriction_lv1 = (ne(e,f) * ne(e,h) * (ge(f,b) * ge(f,c) + ge(h,d) * ge(h,g) + lt(e,i) * (ge(f,f4) * ge(f,i4) + ge(h,h5) * ge(h,i5)) + lt(e,g) + lt(e,c)));
vec4 interp_restriction_lv1 = (vec4(notEqual(e,f)) * vec4(notEqual(e,h)) * (neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)));
#endif
interp_restriction_lv1 = clamp(interp_restriction_lv1, 0.0, 1.0);
vec4 interp_restriction_lv2_left = (ne(e,g) * ne(d,g));
vec4 interp_restriction_lv2_up = (ne(e,c) * ne(b,c));
vec4 interp_restriction_lv2_left = vec4(notEqual(e,g)) * vec4(notEqual(d,g));
vec4 interp_restriction_lv2_up = vec4(notEqual(e,c)) * vec4(notEqual(b,c));
vec4 wd1 = weighted_distance(e, c, g, i, h5, f4, h, f);
vec4 wd2 = weighted_distance(h, d, i5, f, i4, b, e, i);
vec4 one = vec4(1.0, 1.0, 1.0, 1.0);
vec4 zero = vec4(0.0, 0.0, 0.0, 0.0);
vec4 edri = le(wd1,wd2) * interp_restriction_lv1;
vec4 edr = lt(wd1,wd2) * interp_restriction_lv1 * ((one - edri.yzwx) + (one - edri.wxyz));
vec4 edr_left = le(XBR_LV2_COEFFICIENT.xxxx * df(f,g), df(h,c)) * interp_restriction_lv2_left * edr * ((one - edri.yzwx) * lt(e,c));
vec4 edr_up = ge(df(f,g), XBR_LV2_COEFFICIENT.xxxx * df(h,c)) * interp_restriction_lv2_up * edr * ((one - edri.wxyz) * lt(e,g));
vec4 edri = vec4(lessThanEqual(wd1,wd2)) * interp_restriction_lv1;
vec4 edr = vec4(lessThan(wd1,wd2)) * interp_restriction_lv1 * clamp((1.0 - edri.yzwx) + (1.0 - edri.wxyz), 0.0, 1.0);
vec4 edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT.xxxx * df(f,g), df(h,c))) * interp_restriction_lv2_left * edr * (1.0 - edri.yzwx) * eq(e,c);
vec4 edr_up = vec4(greaterThanEqual(df(f,g), XBR_LV2_COEFFICIENT.xxxx * df(h,c))) * interp_restriction_lv2_up * edr * (1.0 - edri.wxyz) * eq(e,g);
vec4 nc = clamp(edr * (fx + edr_left * fx_left + edr_up * fx_up), 0.0, 1.0);
vec4 px = le(df(e,f), df(e,h));
bvec4 px = lessThanEqual(df(e,f), df(e,h));
vec3 res1 = nc.x > 0.0 ? px.x > 0.0 ? F.xyz : H.xyz : nc.y > 0.0 ? px.y > 0.0 ? B.xyz : F.xyz : nc.z > 0.0 ? px.z > 0.0 ? D.xyz : B.xyz : E.xyz;
vec3 res2 = nc.w > 0.0 ? px.w > 0.0 ? H.xyz : D.xyz : nc.z > 0.0 ? px.z > 0.0 ? D.xyz : B.xyz : nc.y > 0.0 ? px.y > 0.0 ? B.xyz : F.xyz : E.xyz;
vec3 res1 = nc.x > 0.0 ? px.x ? F.xyz : H.xyz : nc.y > 0.0 ? px.y ? B.xyz : F.xyz : nc.z > 0.0 ? px.z ? D.xyz : B.xyz : E.xyz;
vec3 res2 = nc.w > 0.0 ? px.w ? H.xyz : D.xyz : nc.z > 0.0 ? px.z ? D.xyz : B.xyz : nc.y > 0.0 ? px.y ? B.xyz : F.xyz : E.xyz;
vec2 df12 = abs(mul(mat3(res1, res2, vec3(0.0, 0.0, 0.0)), Y.xyz).xy - e.xy);
vec2 df12 = abs(instMul(Y.xyz, mat3(res1, res2, vec3(0.0, 0.0, 0.0))).xy - e.xy);
vec3 res_mix = (df12.y >= df12.x) ? vec3(1.0, 1.0, 1.0) : vec3(0.0, 0.0, 0.0);
vec3 res = mix(res1, res2, res_mix);

View File

@ -41,24 +41,11 @@ uniform vec4 u_tex_size0;
SAMPLER2D(decal, 0);
// Uncomment just one of the three params below to choose the corner detection
#define CORNER_A
//#define CORNER_A
//#define CORNER_B
//#define CORNER_C
#define CORNER_C
//#define CORNER_D
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
const vec4 Y = vec4(0.2126, 0.7152, 0.0722, 0.0);
vec4 df(vec4 A, vec4 B)
{
return abs(A - B);
@ -66,43 +53,17 @@ vec4 df(vec4 A, vec4 B)
float c_df(vec3 c1, vec3 c2)
{
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
vec4 ge(vec4 A, vec4 B)
{
return vec4(greaterThanEqual(A, B));
}
vec4 le(vec4 A, vec4 B)
{
return vec4(lessThanEqual(A, B));
}
vec4 lt(vec4 A, vec4 B)
{
return vec4(lessThan(A, B));
return dot(abs(c1 - c2), vec3(1.0, 1.0, 1.0));
}
vec4 eq(vec4 A, vec4 B)
{
return vec4(equal(A, B));
return vec4(lessThan(df(A, B), XBR_EQ_THRESHOLD.xxxx));
}
vec4 ne(vec4 A, vec4 B)
vec4 neq(vec4 A, vec4 B)
{
return vec4(notEqual(A, B));
}
vec4 abslt(vec4 A, vec4 B)
{
return lt(df(A, B), XBR_EQ_THRESHOLD.xxxx);
}
vec4 absge(vec4 A, vec4 B)
{
return ge(df(A, B), XBR_EQ_THRESHOLD.xxxx);
return vec4(greaterThanEqual(df(A, B), XBR_EQ_THRESHOLD.xxxx));
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
@ -112,6 +73,8 @@ vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, v
void main()
{
vec4 Y = vec4(0.2126, 0.7152, 0.0722, 0.0);
vec4 delta = 1.0 / XBR_SCALE.xxxx;
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) / XBR_SCALE.xxxx;
vec4 deltaU = deltaL.yxwz;
@ -146,42 +109,54 @@ void main()
vec4 F4 = texture2D(decal, v_texcoord7.xz);
vec4 I4 = texture2D(decal, v_texcoord7.xw);
vec4 b = mul(mat4(B, D, H, F), XBR_Y_WEIGHT.xxxx * Y);
vec4 c = mul(mat4(C, A, G, I), XBR_Y_WEIGHT.xxxx * Y);
vec4 e = mul(mat4(E, E, E, E), XBR_Y_WEIGHT.xxxx * Y);
vec4 weightVec = XBR_Y_WEIGHT.xxxx * Y;
vec4 b = instMul(weightVec, mat4(B, D, H, F));
vec4 c = instMul(weightVec, mat4(C, A, G, I));
vec4 e = instMul(weightVec, mat4(E, E, E, E));
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = mul(mat4(I4, C1, A0, G5), XBR_Y_WEIGHT.xxxx * Y);
vec4 i5 = mul(mat4(I5, C4, A1, G0), XBR_Y_WEIGHT.xxxx * Y);
vec4 h5 = mul(mat4(H5, F4, B1, D0), XBR_Y_WEIGHT.xxxx * Y);
vec4 i4 = instMul(weightVec, mat4(I4, C1, A0, G5));
vec4 i5 = instMul(weightVec, mat4(I5, C4, A1, G0));
vec4 h5 = instMul(weightVec, mat4(H5, F4, B1, D0));
vec4 f4 = h5.yzwx;
vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
// These inequations define the line below which interpolation occurs.
vec4 fx = (Ao*fp.y+Bo*fp.x);
vec4 fx_left = (Ax*fp.y+Bx*fp.x);
vec4 fx_up = (Ay*fp.y+By*fp.x);
vec4 interp_restriction_lv0 = (ne(e,f) * ne(e,h));
vec4 interp_restriction_lv0 = vec4(notEqual(e,f)) * vec4(notEqual(e,h));
vec4 interp_restriction_lv1 = interp_restriction_lv0;
#ifdef CORNER_B
interp_restriction_lv1 = (interp_restriction_lv0 * ( ge(f,b) * ge(h,d) + lt(e,i) * ge(f,i4) * ge(h,i5) + lt(e,g) + lt(e,c) ) );
interp_restriction_lv1 = (interp_restriction_lv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
#endif
#ifdef CORNER_D
vec4 c1 = i4.yzwx;
vec4 g0 = i5.wxyz;
interp_restriction_lv1 = (interp_restriction_lv0 * ( ge(f,b) * ge(h,d) + lt(e,i) * ge(f,i4) * ge(h,i5) + lt(e,g) + lt(e,c) ) * (ne(f,f4) * ne(f,i) + ne(h,h5) * ne(h,i) + ne(h,g) + ne(f,c) + lt(b,c1) * lt(d,g0)));
interp_restriction_lv1 = (interp_restriction_lv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) * (vec4(notEqual(f,f4)) * vec4(notEqual(f,i)) + vec4(notEqual(h,h5)) * vec4(notEqual(h,i)) + vec4(notEqual(h,g)) + vec4(notEqual(f,c)) + eq(b,c1) * eq(d,g0)));
#endif
#ifdef CORNER_C
interp_restriction_lv1 = (interp_restriction_lv0 * ( ge(f,b) * ge(f,c) + ge(h,d) * ge(h,g) + lt(e,i) * (ge(f,f4) * ge(f,i4) + ge(h,h5) * ge(h,i5)) + lt(e,g) + lt(e,c)) );
interp_restriction_lv1 = (interp_restriction_lv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
#endif
vec4 interp_restriction_lv2_left = (ne(e,g) * ne(d,g));
vec4 interp_restriction_lv2_up = (ne(e,c) * ne(b,c));
vec4 interp_restriction_lv2_left = vec4(notEqual(e,g)) * vec4(notEqual(d,g));
vec4 interp_restriction_lv2_up = vec4(notEqual(e,c)) * vec4(notEqual(b,c));
vec4 fx45i = saturate((fx + delta -Co - Ci) / (2.0 * delta ));
vec4 fx45 = saturate((fx + delta -Co ) / (2.0 * delta ));
@ -191,26 +166,25 @@ void main()
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
vec4 one = vec4(1.0, 1.0, 1.0, 1.0);
vec4 zero = vec4(0.0, 0.0, 0.0, 0.0);
vec4 edri = le(wd1,wd2) * interp_restriction_lv0;
vec4 edr = lt(wd1,wd2) * interp_restriction_lv1;
vec4 edri = vec4(lessThanEqual(wd1,wd2)) * interp_restriction_lv0;
vec4 edr = vec4(lessThan(wd1,wd2)) * interp_restriction_lv1;
vec4 hcDiff = df(h,c);
vec4 fgDiff = df(f,g);
#ifdef CORNER_A
edr = clamp(edr * ((one - edri.yzwx) + (one - edri.wxyz)), 0.0, 1.0);
vec4 edr_left = le(XBR_LV2_COEFFICIENT.xxxx * df(f,g), df(h,c)) * interp_restriction_lv2_left * edr * (one - edri.yzwx) * eq(e,c);
vec4 edr_up = ge(df(f,g), XBR_LV2_COEFFICIENT.xxxx * df(h,c)) * interp_restriction_lv2_up * edr * (one - edri.wxyz) * eq(e,g);
#endif
#ifndef CORNER_A
vec4 edr_left = le(XBR_LV2_COEFFICIENT.xxxx * df(f,g), df(h,c)) * interp_restriction_lv2_left * edr;
vec4 edr_up = ge(df(f,g), XBR_LV2_COEFFICIENT.xxxx * df(h,c)) * interp_restriction_lv2_up * edr;
edr = edr * clamp(((1.0 - edri.yzwx) + (1.0 - edri.wxyz)), 0.0, 1.0);
vec4 edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT.xxxx * df(f,g), df(h,c))) * interp_restriction_lv2_left * edr * (1.0 - edri.yzwx) * eq(e,c);
vec4 edr_up = vec4(greaterThanEqual(df(f,g), XBR_LV2_COEFFICIENT.xxxx * df(h,c))) * interp_restriction_lv2_up * edr * (1.0 - edri.wxyz) * eq(e,g);
#else
vec4 edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT.xxxx * fgDiff, hcDiff)) * interp_restriction_lv2_left * edr;
vec4 edr_up = vec4(greaterThanEqual(fgDiff, XBR_LV2_COEFFICIENT.xxxx * hcDiff)) * interp_restriction_lv2_up * edr;
#endif
fx45 = edr * fx45;
fx30 = edr_left * fx30;
fx60 = edr_up * fx60;
fx45i = edri * fx45i;
fx45 = clamp(edr, 0.0, 1.0) * fx45;
fx30 = clamp(edr_left, 0.0, 1.0) * fx30;
fx60 = clamp(edr_up, 0.0, 1.0) * fx60;
fx45i = clamp(edri, 0.0, 1.0) * fx45i;
vec4 px = le(df(e,f), df(e,h));
vec4 px = vec4(lessThanEqual(df(e,f), df(e,h)));
vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));
@ -222,7 +196,7 @@ void main()
res2 = mix(res2, mix(F.xyz, B.xyz, px.y), maximos.y);
res2 = mix(res2, mix(D.xyz, H.xyz, px.w), maximos.w);
vec3 E_mix = (c_df(E.xyz, res2) >= c_df(E.xyz, res1)) ? one.xyz : zero.xyz;
vec3 E_mix = (c_df(E.xyz, res2) >= c_df(E.xyz, res1)) ? vec3(1.0, 1.0, 1.0) : vec3(0.0, 0.0, 0.0);
vec3 res = mix(res1, res2, E_mix);
gl_FragColor = vec4(res, 1.0);

View File

@ -39,13 +39,11 @@ uniform vec4 u_tex_size0;
SAMPLER2D(decal, 0);
// Uncomment just one of the three params below to choose the corner detection
#define CORNER_A
// Uncomment just one of the four params below to choose the corner detection
//#define CORNER_A
//#define CORNER_B
//#define CORNER_C
//#define CORNER_D
const vec4 Y = vec4(0.2126, 0.7152, 0.0722, 0.0);
#define CORNER_D
vec4 df(vec4 A, vec4 B)
{
@ -54,53 +52,27 @@ vec4 df(vec4 A, vec4 B)
float c_df(vec3 c1, vec3 c2)
{
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
vec4 ge(vec4 A, vec4 B)
{
return vec4(greaterThanEqual(A, B));
}
vec4 le(vec4 A, vec4 B)
{
return vec4(lessThanEqual(A, B));
}
vec4 lt(vec4 A, vec4 B)
{
return vec4(lessThan(A, B));
return dot(abs(c1 - c2), vec3(1.0, 1.0, 1.0));
}
vec4 eq(vec4 A, vec4 B)
{
return vec4(equal(A, B));
return vec4(lessThan(df(A, B), XBR_EQ_THRESHOLD.xxxx));
}
vec4 ne(vec4 A, vec4 B)
vec4 eq2(vec4 A, vec4 B)
{
return vec4(notEqual(A, B));
return vec4(lessThan(df(A, B), XBR_EQ_THRESHOLD2.xxxx));
}
vec4 gt(vec4 A, vec4 B)
vec4 neq(vec4 A, vec4 B)
{
return vec4(greaterThan(A, B));
return vec4(greaterThanEqual(df(A, B), XBR_EQ_THRESHOLD.xxxx));
}
vec4 abslt2(vec4 A, vec4 B)
vec4 neq2(vec4 A, vec4 B)
{
return lt(df(A, B), XBR_EQ_THRESHOLD2.xxxx);
}
vec4 absge(vec4 A, vec4 B)
{
return ge(df(A, B), XBR_EQ_THRESHOLD.xxxx);
}
vec4 absge2(vec4 A, vec4 B)
{
return ge(df(A, B), XBR_EQ_THRESHOLD2.xxxx);
return vec4(greaterThanEqual(df(A, B), XBR_EQ_THRESHOLD2.xxxx));
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
@ -110,6 +82,8 @@ vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, v
void main()
{
vec4 Y = vec4(0.2126, 0.7152, 0.0722, 0.0);
vec2 fp = fract(v_texcoord0 * u_tex_size0.xy);
vec4 A1 = texture2D(decal, v_texcoord1.xw);
@ -140,18 +114,18 @@ void main()
vec4 F4 = texture2D(decal, v_texcoord7.xz);
vec4 I4 = texture2D(decal, v_texcoord7.xw);
vec4 b = mul(mat4(B, D, H, F), Y);
vec4 c = mul(mat4(C, A, G, I), Y);
vec4 e = mul(mat4(E, E, E, E), Y);
vec4 b = instMul(Y, mat4(B, D, H, F));
vec4 c = instMul(Y, mat4(C, A, G, I));
vec4 e = instMul(Y, mat4(E, E, E, E));
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = mul(mat4(I4, C1, A0, G5), Y);
vec4 i5 = mul(mat4(I5, C4, A1, G0), Y);
vec4 h5 = mul(mat4(H5, F4, B1, D0), Y);
vec4 i4 = instMul(Y, mat4(I4, C1, A0, G5));
vec4 i5 = instMul(Y, mat4(I5, C4, A1, G0));
vec4 h5 = instMul(Y, mat4(H5, F4, B1, D0));
vec4 f4 = h5.yzwx;
vec4 c4 = i5.yzwx;
@ -181,50 +155,55 @@ void main()
vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
// These inequations define the line below which interpolation occurs.
vec4 fx = gt(Ao * fp.y + Bo * fp.x, Co);
vec4 fx_left = gt(Ax * fp.y + Bx * fp.x, Cx);
vec4 fx_up = gt(Ay * fp.y + By * fp.x, Cy);
vec4 fx3_left= gt(Az * fp.y + Bz * fp.x, Cz);
vec4 fx3_up = gt(Aw * fp.y + Bw * fp.x, Cw);
vec4 fx = vec4(greaterThan(Ao * fp.y + Bo * fp.x, Co));
vec4 fx_left = vec4(greaterThan(Ax * fp.y + Bx * fp.x, Cx));
vec4 fx_up = vec4(greaterThan(Ay * fp.y + By * fp.x, Cy));
vec4 fx3_left= vec4(greaterThan(Az * fp.y + Bz * fp.x, Cz));
vec4 fx3_up = vec4(greaterThan(Aw * fp.y + Bw * fp.x, Cw));
vec4 interp_restriction_lv0 = (ne(e,f) * ne(e,h));
vec4 interp_restriction_lv0 = (vec4(notEqual(e,f)) * vec4(notEqual(e,h)));
// It uses CORNER_C if none of the others are defined.
#ifdef CORNER_A
vec4 interp_restriction_lv1 = interp_restriction_lv0;
#elif CORNER_B
vec4 interp_restriction_lv1 = (interp_restriction_lv0 * (ge(f,b) * ge(h,d) + lt(e,i) * ge(f,i4) * ge(h,i5) + lt(e,g) + lt(e,c)));
vec4 interp_restriction_lv1 = (interp_restriction_lv0 * (neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c)));
#elif CORNER_D
vec4 interp_restriction_lv1 = (interp_restriction_lv0 * (ge(f,b) * ge(h,d) + lt(e,i) * ge(f,i4) * ge(h,i5) + lt(e,g) + lt(e,c)) * (ne(f,f4) * ne(f,i) + ne(h,h5) * ne(h,i) + ne(h,g) + ne(f,c) + lt(b,c1) * lt(d,g0)));
vec4 interp_restriction_lv1 = (interp_restriction_lv0 * (neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c)) * (vec4(notEqual(f,f4)) * vec4(notEqual(f,i)) + vec4(notEqual(h,h5)) * vec4(notEqual(h,i)) + vec4(notEqual(h,g)) + vec4(notEqual(f,c)) + eq(b,c1) * eq(d,g0)));
#elif CORNER_C
vec4 interp_restriction_lv1 = (interp_restriction_lv0 * (ge(f,b) * ge(f,c) + ge(h,d) * ge(h,g) + lt(e,i) * (ge(f,f4) * ge(f,i4) + ge(h,h5) * ge(h,i5)) + lt(e,g) + lt(e,c)));
vec4 interp_restriction_lv1 = (interp_restriction_lv0 * (neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)));
#endif
interp_restriction_lv1 = clamp(interp_restriction_lv1, 0.0, 1.0);
vec4 interp_restriction_lv2_left = ne(e,g) * ne(d,g);
vec4 interp_restriction_lv2_up = ne(e,c) * ne(b,c);
vec4 interp_restriction_lv3_left = abslt2(g,g0) * absge2(d0,g0);
vec4 interp_restriction_lv3_up = abslt2(c,c1) * absge2(b1,c1);
vec4 interp_restriction_lv2_left = vec4(notEqual(e,g)) * vec4(notEqual(d,g));
vec4 interp_restriction_lv2_up = vec4(notEqual(e,c)) * vec4(notEqual(b,c));
vec4 interp_restriction_lv3_left = eq2(g,g0) * vec4(notEqual(d0,g0));
vec4 interp_restriction_lv3_up = eq2(c,c1) * vec4(notEqual(b1,c1));
vec4 wd1 = weighted_distance(e, c, g, i, h5, f4, h, f);
vec4 wd2 = weighted_distance(h, d, i5, f, i4, b, e, i);
vec4 one = vec4(1.0, 1.0, 1.0, 1.0);
vec4 zero = vec4(0.0, 0.0, 0.0, 0.0);
vec4 edri = le(wd1,wd2) * interp_restriction_lv1;
vec4 edr = clamp(lt(wd1,wd2) * interp_restriction_lv1 * ((one - edri.yzwx) + (one - edri.wxyz)), 0.0, 1.0);
vec4 edr_left = le(XBR_LV2_COEFFICIENT.xxxx * df(f,g), df(h,c)) * interp_restriction_lv2_left * edr * (one - edri.yzwx) * lt(e,c);
vec4 edr_up = ge(df(f,g), XBR_LV2_COEFFICIENT.xxxx * df(h,c)) * interp_restriction_lv2_up * edr * (one - edri.wxyz) * lt(e,g);
vec4 edri = vec4(lessThanEqual(wd1,wd2)) * interp_restriction_lv1;
vec4 edr = vec4(lessThan(wd1,wd2)) * interp_restriction_lv1 * ((1.0 - edri.yzwx) + (1.0 - edri.wxyz));
edr = clamp(edr, 0.0, 1.0);
vec4 hcDiff = df(h,c);
vec4 fgDiff = df(f,g);
vec4 edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT.xxxx * fgDiff, hcDiff)) * interp_restriction_lv2_left * edr * (1.0 - edri.yzwx) * eq(e,c);
vec4 edr_up = vec4(greaterThanEqual(fgDiff, XBR_LV2_COEFFICIENT.xxxx * hcDiff)) * interp_restriction_lv2_up * edr * (1.0 - edri.wxyz) * eq(e,g);
vec4 edr3_left = interp_restriction_lv3_left;
vec4 edr3_up = interp_restriction_lv3_up;
vec4 nc = clamp((edr * fx + edr_left * (fx_left + edr3_left * fx3_left * lt(e,c4)) + edr_up * (fx_up + edr3_up * fx3_up * lt(e,g5))), 0.0, 1.0);
vec4 nc = edr * (fx + edr_left * (fx_left + edr3_left * fx3_left * eq(e,c4)) + edr_up * (fx_up + edr3_up * fx3_up * eq(e,g5)));
vec4 px = le(df(e,f), df(e,h));
bvec4 px = lessThanEqual(df(e,f), df(e,h));
vec3 res1 = nc.x > 0.0 ? px.x > 0.0 ? F.xyz : H.xyz : nc.y > 0.0 ? px.y > 0.0 ? B.xyz : F.xyz : nc.z > 0.0 ? px.z > 0.0 ? D.xyz : B.xyz : nc.w > 0.0 ? px.w > 0.0 ? H.xyz : D.xyz : E.xyz;
vec3 res2 = nc.w > 0.0 ? px.w > 0.0 ? H.xyz : D.xyz : nc.z > 0.0 ? px.z > 0.0 ? D.xyz : B.xyz : nc.y > 0.0 ? px.y > 0.0 ? B.xyz : F.xyz : nc.x > 0.0 ? px.x > 0.0 ? F.xyz : H.xyz : E.xyz;
vec3 res1 = nc.x > 0.0 ? px.x ? F.xyz : H.xyz : nc.y > 0.0 ? px.y ? B.xyz : F.xyz : nc.z > 0.0 ? px.z ? D.xyz : B.xyz : nc.w > 0.0 ? px.w ? H.xyz : D.xyz : E.xyz;
vec3 res2 = nc.w > 0.0 ? px.w ? H.xyz : D.xyz : nc.z > 0.0 ? px.z ? D.xyz : B.xyz : nc.y > 0.0 ? px.y ? B.xyz : F.xyz : nc.x > 0.0 ? px.x ? F.xyz : H.xyz : E.xyz;
vec2 df12 = abs(mul(mat3(res1, res2, zero.xyz), Y.xyz).xy - e.xy);

View File

@ -38,10 +38,13 @@ uniform vec4 XBR_LV2_COEFFICIENT;
uniform vec4 u_tex_size0;
SAMPLER2D(decal, 0);
// Uncomment just one of the four params below to choose the corner detection
//#define CORNER_A
//#define CORNER_B
#define CORNER_C
//#define CORNER_D
const vec4 yuv = vec4(0.299, 0.587, 0.114, 0.0);
const vec4 delta = vec4(0.4, 0.4, 0.4, 0.4);
SAMPLER2D(decal, 0);
vec4 df(vec4 A, vec4 B)
{
@ -50,53 +53,27 @@ vec4 df(vec4 A, vec4 B)
float c_df(vec3 c1, vec3 c2)
{
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
vec4 ge(vec4 A, vec4 B)
{
return vec4(greaterThanEqual(A, B));
}
vec4 le(vec4 A, vec4 B)
{
return vec4(lessThanEqual(A, B));
}
vec4 lt(vec4 A, vec4 B)
{
return vec4(lessThan(A, B));
return dot(abs(c1 - c2), vec3(1.0, 1.0, 1.0));
}
vec4 eq(vec4 A, vec4 B)
{
return vec4(equal(A, B));
return vec4(lessThan(df(A, B), XBR_EQ_THRESHOLD.xxxx));
}
vec4 ne(vec4 A, vec4 B)
vec4 eq2(vec4 A, vec4 B)
{
return vec4(notEqual(A, B));
return vec4(lessThan(df(A, B), XBR_EQ_THRESHOLD2.xxxx));
}
vec4 abslt(vec4 A, vec4 B)
vec4 neq(vec4 A, vec4 B)
{
return lt(df(A, B), XBR_EQ_THRESHOLD.xxxx);
return vec4(greaterThanEqual(df(A, B), XBR_EQ_THRESHOLD.xxxx));
}
vec4 abslt2(vec4 A, vec4 B)
vec4 neq2(vec4 A, vec4 B)
{
return lt(df(A, B), XBR_EQ_THRESHOLD2.xxxx);
}
vec4 absge(vec4 A, vec4 B)
{
return ge(df(A, B), XBR_EQ_THRESHOLD.xxxx);
}
vec4 absge2(vec4 A, vec4 B)
{
return ge(df(A, B), XBR_EQ_THRESHOLD2.xxxx);
return vec4(greaterThanEqual(df(A, B), XBR_EQ_THRESHOLD2.xxxx));
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
@ -106,6 +83,9 @@ vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, v
void main()
{
vec4 yuv = vec4(0.299, 0.587, 0.114, 0.0);
vec4 delta = vec4(0.4, 0.4, 0.4, 0.4);
vec2 fp = fract(v_texcoord0 * u_tex_size0.xy);
vec4 A1 = texture2D(decal, v_texcoord1.xw);
@ -136,18 +116,19 @@ void main()
vec4 F4 = texture2D(decal, v_texcoord7.xz);
vec4 I4 = texture2D(decal, v_texcoord7.xw);
vec4 b = mul(mat4(B, D, H, F), XBR_Y_WEIGHT.xxxx * yuv);
vec4 c = mul(mat4(C, A, G, I), XBR_Y_WEIGHT.xxxx * yuv);
vec4 e = mul(mat4(E, E, E, E), XBR_Y_WEIGHT.xxxx * yuv);
vec4 weightVec = XBR_Y_WEIGHT.xxxx * yuv;
vec4 b = instMul(weightVec, mat4(B, D, H, F));
vec4 c = instMul(weightVec, mat4(C, A, G, I));
vec4 e = instMul(weightVec, mat4(E, E, E, E));
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = mul(mat4(I4, C1, A0, G5), XBR_Y_WEIGHT.xxxx * yuv);
vec4 i5 = mul(mat4(I5, C4, A1, G0), XBR_Y_WEIGHT.xxxx * yuv);
vec4 h5 = mul(mat4(H5, F4, B1, D0), XBR_Y_WEIGHT.xxxx * yuv);
vec4 i4 = instMul(weightVec, mat4(I4, C1, A0, G5));
vec4 i5 = instMul(weightVec, mat4(I5, C4, A1, G0));
vec4 h5 = instMul(weightVec, mat4(H5, F4, B1, D0));
vec4 f4 = h5.yzwx;
vec4 c1 = i4.yzwx;
@ -179,25 +160,25 @@ void main()
vec4 fx3_left= (Az * fp.y + Bz * fp.x);
vec4 fx3_up = (Aw * fp.y + Bw * fp.x);
vec4 interp_restriction_lv0 = (ne(e,f) * ne(e,h));
vec4 interp_restriction_lv0 = (vec4(notEqual(e,f)) * vec4(notEqual(e,h)));
// It uses CORNER_C if none of the others are defined.
#ifdef CORNER_A
vec4 interp_restriction_lv1 = interp_restriction_lv0;
#elif CORNER_B
vec4 interp_restriction_lv1 = (interp_restriction_lv0 * ( ge(f,b) * ge(h,d) + lt(e,i) * ge(f,i4) * ge(h,i5) + lt(e,g) + lt(e,c) ) );
vec4 interp_restriction_lv1 = (interp_restriction_lv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
#elif CORNER_D
vec4 interp_restriction_lv1 = (interp_restriction_lv0 * ( ge(f,b) * ge(h,d) + lt(e,i) * ge(f,i4) * ge(h,i5) + lt(e,g) + lt(e,c) ) * (f!=f4 * f!=i + h!=h5 * h!=i + h!=g + f!=c + lt(b,c1) * lt(d,g0)));
vec4 interp_restriction_lv1 = (interp_restriction_lv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) * (vec4(notEqual(f,f4)) * vec4(notEqual(f,i)) + vec4(notEqual(h,h5)) * vec4(notEqual(h,i)) + vec4(notEqual(h,g)) + vec4(notEqual(f,c)) + eq(b,c1) * eq(d,g0)));
#else
vec4 interp_restriction_lv1 = (interp_restriction_lv0 * ( ge(f,b) * ge(f,c) + ge(h,d) * ge(h,g) + lt(e,i) * (ge(f,f4) * ge(f,i4) + ge(h,h5) * ge(h,i5)) + lt(e,g) + lt(e,c)) );
vec4 interp_restriction_lv1 = (interp_restriction_lv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
#endif
interp_restriction_lv1 = clamp(interp_restriction_lv1, 0.0, 1.0);
vec4 interp_restriction_lv2_left = ne(e,g) * ne(d,g);
vec4 interp_restriction_lv2_up = ne(e,c) * ne(b,c);
vec4 interp_restriction_lv3_left = abslt2(g,g0) * absge2(d0,g0);
vec4 interp_restriction_lv3_up = abslt2(c,c1) * absge2(b1,c1);
vec4 interp_restriction_lv2_left = vec4(notEqual(e,g)) * vec4(notEqual(d,g));
vec4 interp_restriction_lv2_up = vec4(notEqual(e,c)) * vec4(notEqual(b,c));
vec4 interp_restriction_lv3_left = eq2(g,g0) * neq2(d0,g0);
vec4 interp_restriction_lv3_up = eq2(c,c1) * neq2(b1,c1);
vec4 fx45 = smoothstep(Co - delta, Co + delta, fx);
vec4 fx30 = smoothstep(Cx - delta, Cx + delta, fx_left);
@ -205,22 +186,22 @@ void main()
vec4 fx15 = smoothstep(Cz - delta, Cz + delta, fx3_left);
vec4 fx75 = smoothstep(Cw - delta, Cw + delta, fx3_up);
vec4 edr = lt(weighted_distance(e, c, g, i, h5, f4, h, f), weighted_distance( h, d, i5, f, i4, b, e, i)) * interp_restriction_lv1;
vec4 edr_left = le(XBR_LV2_COEFFICIENT.xxxx * df(f,g), df(h,c)) * interp_restriction_lv2_left;
vec4 edr_up = ge(df(f,g), XBR_LV2_COEFFICIENT.xxxx * df(h,c)) * interp_restriction_lv2_up;
vec4 edr = vec4(lessThan(weighted_distance(e, c, g, i, h5, f4, h, f), weighted_distance( h, d, i5, f, i4, b, e, i))) * interp_restriction_lv1;
vec4 edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT.xxxx * df(f,g), df(h,c))) * interp_restriction_lv2_left;
vec4 edr_up = vec4(greaterThanEqual(df(f,g), XBR_LV2_COEFFICIENT.xxxx * df(h,c))) * interp_restriction_lv2_up;
vec4 edr3_left = interp_restriction_lv3_left;
vec4 edr3_up = interp_restriction_lv3_up;
vec4 nc45 = edr * fx45;
vec4 nc30 = edr * edr_left * fx30;
vec4 nc60 = edr * edr_up * fx60;
vec4 nc15 = edr * edr_left * edr3_left * fx15;
vec4 nc75 = edr * edr_up * edr3_up * fx75;
vec4 nc45 = (edr * fx45);
vec4 nc30 = (edr * edr_left * fx30);
vec4 nc60 = (edr * edr_up * fx60);
vec4 nc15 = (edr * edr_left * edr3_left * fx15);
vec4 nc75 = (edr * edr_up * edr3_up * fx75);
vec4 px = le(df(e,f), df(e,h));
bvec4 px = lessThanEqual(df(e,f), df(e,h));
vec4 nc = nc75 + nc15 + nc30 + nc60 + nc45;
vec4 nc = clamp(nc75 + nc15 + nc30 + nc60 + nc45, 0.0, 1.0);
vec4 final45 = nc45 * fx45;
vec4 final30 = nc30 * fx30;
@ -232,17 +213,17 @@ void main()
float blend1;
vec3 pix1;
if (nc.x > 0.0) {pix1 = px.x > 0.0 ? F.xyz : H.xyz; blend1 = maximo.x;}
else if (nc.y > 0.0) {pix1 = px.y > 0.0 ? B.xyz : F.xyz; blend1 = maximo.y;}
else if (nc.z > 0.0) {pix1 = px.z > 0.0 ? D.xyz : B.xyz; blend1 = maximo.z;}
else if (nc.w > 0.0) {pix1 = px.w > 0.0 ? H.xyz : D.xyz; blend1 = maximo.w;}
if (nc.x > 0.0) {pix1 = px.x ? F.xyz : H.xyz; blend1 = maximo.x;}
else if (nc.y > 0.0) {pix1 = px.y ? B.xyz : F.xyz; blend1 = maximo.y;}
else if (nc.z > 0.0) {pix1 = px.z ? D.xyz : B.xyz; blend1 = maximo.z;}
else if (nc.w > 0.0) {pix1 = px.w ? H.xyz : D.xyz; blend1 = maximo.w;}
float blend2;
vec3 pix2;
if (nc.w > 0.0) {pix2 = px.w > 0.0 ? H.xyz : D.xyz; blend2 = maximo.w;}
else if (nc.z > 0.0) {pix2 = px.z > 0.0 ? D.xyz : B.xyz; blend2 = maximo.z;}
else if (nc.y > 0.0) {pix2 = px.y > 0.0 ? B.xyz : F.xyz; blend2 = maximo.y;}
else if (nc.x > 0.0) {pix2 = px.x > 0.0 ? F.xyz : H.xyz; blend2 = maximo.x;}
if (nc.w > 0.0) {pix2 = px.w ? H.xyz : D.xyz; blend2 = maximo.w;}
else if (nc.z > 0.0) {pix2 = px.z ? D.xyz : B.xyz; blend2 = maximo.z;}
else if (nc.y > 0.0) {pix2 = px.y ? B.xyz : F.xyz; blend2 = maximo.y;}
else if (nc.x > 0.0) {pix2 = px.x ? F.xyz : H.xyz; blend2 = maximo.x;}
vec3 res1 = mix(E.xyz, pix1, blend1);
vec3 res2 = mix(E.xyz, pix2, blend2);

View File

@ -1,5 +1,5 @@
$input a_position, a_texcoord0, a_color0
$output v_texcoord0, v_texcoord1, v_color0
$output v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4, v_texcoord5, v_texcoord6, v_texcoord7, v_color0
// license:BSD-3-Clause
// copyright-holders:Dario Manesku
@ -18,6 +18,12 @@ void main()
vec2 ps = XBR_RES.xx / u_tex_size0.xy;
float dx = ps.x;
float dy = ps.y;
v_texcoord1 = vec4(dx, 0, 0, dy); // F H
v_texcoord1 = v_texcoord0.xxxy + vec4( -dx, 0.0, dx, -2.0*dy); // A1 B1 C1
v_texcoord2 = v_texcoord0.xxxy + vec4( -dx, 0.0, dx, -dy); // A B C
v_texcoord3 = v_texcoord0.xxxy + vec4( -dx, 0.0, dx, 0.0); // D E F
v_texcoord4 = v_texcoord0.xxxy + vec4( -dx, 0.0, dx, dy); // G H I
v_texcoord5 = v_texcoord0.xxxy + vec4( -dx, 0.0, dx, 2.0*dy); // G5 H5 I5
v_texcoord6 = v_texcoord0.xyyy + vec4(-2.0*dx, -dy, 0.0, dy); // A0 D0 G0
v_texcoord7 = v_texcoord0.xyyy + vec4( 2.0*dx, -dy, 0.0, dy); // C4 F4 I4
v_color0 = a_color0;
}