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));
   }