Mercurial > repos > blastem
changeset 2660:9a5e627c1b1f
Make xBRZ shader be WebGL compatible
author | Michael Pavone <pavone@retrodev.com> |
---|---|
date | Tue, 04 Mar 2025 00:42:14 -0800 |
parents | e8d37b8fa532 |
children | 462e43f54abf |
files | shaders/xBRZ.f.glsl |
diffstat | 1 files changed, 56 insertions(+), 56 deletions(-) [+] |
line wrap: on
line diff
--- a/shaders/xBRZ.f.glsl Tue Mar 04 00:35:15 2025 -0800 +++ b/shaders/xBRZ.f.glsl Tue Mar 04 00:42:14 2025 -0800 @@ -60,32 +60,32 @@ // this is usually handled automatically but blastem doesn't expose output size? #define scale vec2(10.0, 10.0) -mediump float DistYCbCr(vec3 pixA, vec3 pixB) +mediump float DistYCbCr(mediump vec3 pixA, mediump vec3 pixB) { - const vec3 w = vec3(0.2627, 0.6780, 0.0593); - const float scaleB = 0.5 / (1.0 - w.b); - const float scaleR = 0.5 / (1.0 - w.r); - vec3 diff = pixA - pixB; - float Y = dot(diff.rgb, w); - float Cb = scaleB * (diff.b - Y); - float Cr = scaleR * (diff.r - Y); + const mediump vec3 w = vec3(0.2627, 0.6780, 0.0593); + const mediump float scaleB = 0.5 / (1.0 - w.b); + const mediump float scaleR = 0.5 / (1.0 - w.r); + mediump vec3 diff = pixA - pixB; + mediump float Y = dot(diff.rgb, w); + mediump float Cb = scaleB * (diff.b - Y); + mediump float Cr = scaleR * (diff.r - Y); return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr)); } -bool IsPixEqual(const vec3 pixA, const vec3 pixB) +bool IsPixEqual(const mediump vec3 pixA, const mediump vec3 pixB) { return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE); } -mediump float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale_) +mediump float get_left_ratio(mediump vec2 center, mediump vec2 origin, mediump vec2 direction, mediump vec2 scale_) { - vec2 P0 = center - origin; - vec2 proj = direction * (dot(P0, direction) / dot(direction, direction)); - vec2 distv = P0 - proj; - vec2 orth = vec2(-direction.y, direction.x); - float side = sign(dot(P0, orth)); - float v = side * length(distv * scale_); + mediump vec2 P0 = center - origin; + mediump vec2 proj = direction * (dot(P0, direction) / dot(direction, direction)); + mediump vec2 distv = P0 - proj; + mediump vec2 orth = vec2(-direction.y, direction.x); + mediump float side = sign(dot(P0, orth)); + mediump float v = side * length(distv * scale_); // return step(0, v); return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v); @@ -105,18 +105,18 @@ // x|G|H|I|x // -|x|x|x|- - vec2 pos = fract(texcoord * texsize.xy) - vec2(0.5, 0.5); - vec2 coord = texcoord - pos * (1.0 / texsize.xy); + mediump vec2 pos = fract(texcoord * texsize.xy) - vec2(0.5, 0.5); + mediump vec2 coord = texcoord - pos * (1.0 / texsize.xy); - vec3 A = P(-1,-1); - vec3 B = P( 0,-1); - vec3 C = P( 1,-1); - vec3 D = P(-1, 0); - vec3 E = P( 0, 0); - vec3 F = P( 1, 0); - vec3 G = P(-1, 1); - vec3 H = P( 0, 1); - vec3 I = P( 1, 1); + mediump vec3 A = P(-1,-1); + mediump vec3 B = P( 0,-1); + mediump vec3 C = P( 1,-1); + mediump vec3 D = P(-1, 0); + mediump vec3 E = P( 0, 0); + mediump vec3 F = P( 1, 0); + mediump vec3 G = P(-1, 1); + mediump vec3 H = P( 0, 1); + mediump vec3 I = P( 1, 1); // blendResult Mapping: x|y| // w|z| @@ -130,8 +130,8 @@ // -|-|x|x|- if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I)))) { - float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0,2), I) + DistYCbCr(I, P(2,0)) + (4.0 * DistYCbCr(H, F)); - float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(2,1)) + (4.0 * DistYCbCr(E, I)); + mediump float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0,2), I) + DistYCbCr(I, P(2,0)) + (4.0 * DistYCbCr(H, F)); + mediump float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(2,1)) + (4.0 * DistYCbCr(E, I)); bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I; blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE; } @@ -144,8 +144,8 @@ // -|x|x|-|- if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H)))) { - float dist_G_E = DistYCbCr(P(-2,1) , D) + DistYCbCr(D, B) + DistYCbCr(P(-1,2), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E)); - float dist_D_H = DistYCbCr(P(-2,0) , G) + DistYCbCr(G, P(0,2)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H)); + mediump float dist_G_E = DistYCbCr(P(-2,1) , D) + DistYCbCr(D, B) + DistYCbCr(P(-1,2), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E)); + mediump float dist_D_H = DistYCbCr(P(-2,0) , G) + DistYCbCr(G, P(0,2)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H)); bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E; blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE; } @@ -157,8 +157,8 @@ // -|-|-|-|- if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F)))) { - float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1,-2)) + DistYCbCr(H, F) + DistYCbCr(F, P(2,-1)) + (4.0 * DistYCbCr(E, C)); - float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0,-2), C) + DistYCbCr(C, P(2,0)) + (4.0 * DistYCbCr(B, F)); + mediump float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1,-2)) + DistYCbCr(H, F) + DistYCbCr(F, P(2,-1)) + (4.0 * DistYCbCr(E, C)); + mediump float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0,-2), C) + DistYCbCr(C, P(2,0)) + (4.0 * DistYCbCr(B, F)); bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C; blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE; } @@ -170,13 +170,13 @@ // -|-|-|-|- if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E)))) { - float dist_D_B = DistYCbCr(P(-2,0), A) + DistYCbCr(A, P(0,-2)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B)); - float dist_A_E = DistYCbCr(P(-2,-1), D) + DistYCbCr(D, H) + DistYCbCr(P(-1,-2), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E)); + mediump float dist_D_B = DistYCbCr(P(-2,0), A) + DistYCbCr(A, P(0,-2)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B)); + mediump float dist_A_E = DistYCbCr(P(-2,-1), D) + DistYCbCr(D, H) + DistYCbCr(P(-1,-2), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E)); bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E; blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE; } - vec3 res = E; + mediump vec3 res = E; // Pixel Tap Mapping: -|-|-|-|- // -|-|B|C|- @@ -185,14 +185,14 @@ // -|-|x|x|- if(blendResult.z != BLEND_NONE) { - float dist_F_G = DistYCbCr(F, G); - float dist_H_C = DistYCbCr(H, C); + mediump float dist_F_G = DistYCbCr(F, G); + mediump float dist_H_C = DistYCbCr(H, C); bool doLineBlend = (blendResult.z == BLEND_DOMINANT || !((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I)))); - vec2 origin = vec2(0.0, 1.0 / sqrt(2.0)); - vec2 direction = vec2(1.0, -1.0); + mediump vec2 origin = vec2(0.0, 1.0 / sqrt(2.0)); + mediump vec2 direction = vec2(1.0, -1.0); if(doLineBlend) { bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G); @@ -202,7 +202,7 @@ direction.y -= haveSteepLine? 1.0: 0.0; } - vec3 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H))); + mediump vec3 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H))); res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale)); } @@ -213,14 +213,14 @@ // -|x|x|-|- if(blendResult.w != BLEND_NONE) { - float dist_H_A = DistYCbCr(H, A); - float dist_D_I = DistYCbCr(D, I); + mediump float dist_H_A = DistYCbCr(H, A); + mediump float dist_D_I = DistYCbCr(D, I); bool doLineBlend = (blendResult.w == BLEND_DOMINANT || !((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G)))); - vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0); - vec2 direction = vec2(1.0, 1.0); + mediump vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0); + mediump vec2 direction = vec2(1.0, 1.0); if(doLineBlend) { bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A); @@ -232,7 +232,7 @@ origin = origin; direction = direction; - vec3 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H))); + mediump vec3 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H))); res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale)); } @@ -243,14 +243,14 @@ // -|-|-|-|- if(blendResult.y != BLEND_NONE) { - float dist_B_I = DistYCbCr(B, I); - float dist_F_A = DistYCbCr(F, A); + mediump float dist_B_I = DistYCbCr(B, I); + mediump float dist_F_A = DistYCbCr(F, A); bool doLineBlend = (blendResult.y == BLEND_DOMINANT || !((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C)))); - vec2 origin = vec2(1.0 / sqrt(2.0), 0.0); - vec2 direction = vec2(-1.0, -1.0); + mediump vec2 origin = vec2(1.0 / sqrt(2.0), 0.0); + mediump vec2 direction = vec2(-1.0, -1.0); if(doLineBlend) { @@ -261,7 +261,7 @@ direction.x -= haveSteepLine? 1.0: 0.0; } - vec3 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F))); + mediump vec3 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F))); res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale)); } @@ -272,14 +272,14 @@ // -|-|-|-|- if(blendResult.x != BLEND_NONE) { - float dist_D_C = DistYCbCr(D, C); - float dist_B_G = DistYCbCr(B, G); + mediump float dist_D_C = DistYCbCr(D, C); + mediump float dist_B_G = DistYCbCr(B, G); bool doLineBlend = (blendResult.x == BLEND_DOMINANT || !((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A)))); - vec2 origin = vec2(0.0, -1.0 / sqrt(2.0)); - vec2 direction = vec2(-1.0, 1.0); + mediump vec2 origin = vec2(0.0, -1.0 / sqrt(2.0)); + mediump vec2 direction = vec2(-1.0, 1.0); if(doLineBlend) { bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C); @@ -289,7 +289,7 @@ direction.y += haveSteepLine? 1.0: 0.0; } - vec3 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D))); + mediump vec3 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D))); res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale)); }