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sharp_bilinear+natural_vision.dsd
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sharp_bilinear+natural_vision.dsd
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// sharp_bilinear+natural_vision - 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 'Natural Vision' colour enhancement
//
// - Original 'sharp_bilinear' code copyright (C) rsn8887 & TheMaister and
// released into the public domain
//
// - Original 'natural_vision' code written by ShadX, modified by
// Hyllian and Sp00kyFox, 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.
=============================================
<vertex>
attribute vec2 a_vertex_coordinate;
attribute vec2 a_texture_coordinate;
uniform vec4 u_texture_size;
uniform vec2 u_target_size;
varying vec2 precalc_texel;
varying vec2 precalc_scale;
void main()
{
gl_Position = vec4(a_vertex_coordinate.xy, 0.0, 1.0);
precalc_texel = a_texture_coordinate * u_texture_size.zw;
precalc_scale = floor(u_target_size.xy / u_texture_size.zw) + 1.0;
}
</vertex>
<fragment>
#ifndef NATVIS_GIN
#define NATVIS_GIN 1.91
#endif
#ifndef NATVIS_GOUT
#define NATVIS_GOUT 1.91
#endif
#ifndef NATVIS_Y
#define NATVIS_Y 1.1
#endif
#ifndef NATVIS_I
#define NATVIS_I 1.1
#endif
#ifndef NATVIS_Q
#define NATVIS_Q 1.1
#endif
uniform sampler2D u_texture;
uniform vec4 u_texture_size;
uniform vec2 u_target_size;
varying vec2 precalc_texel;
varying vec2 precalc_scale;
// Natural Vision helpers
const mat3 RGBtoYIQ = mat3(0.299, 0.595716, 0.211456,
0.587, -0.274453, -0.522591,
0.114, -0.321263, 0.311135);
const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
0.95629572,-0.27212210,-1.10698902,
0.62102442,-0.64738060, 1.70461500);
const vec3 YIQ_lo = vec3(0.0, -0.595716, -0.522591);
const vec3 YIQ_hi = vec3(1.0, 0.595716, 0.522591);
void main()
{
vec2 texel_floored = floor(precalc_texel);
vec2 s = fract(precalc_texel);
vec2 region_range = 0.5 - 0.5 / precalc_scale;
// 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.
vec2 center_dist = s - 0.5;
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * precalc_scale + 0.5;
vec2 mod_texel = texel_floored + f;
// Get colour sample and apply colour enhancement
vec3 colour = pow(texture2D(u_texture, mod_texel / u_texture_size.zw).rgb, vec3(NATVIS_GIN));
colour = RGBtoYIQ * colour;
colour = vec3(pow(colour.x, NATVIS_Y), colour.y * NATVIS_I, colour.z * NATVIS_Q);
colour = clamp(colour, YIQ_lo, YIQ_hi);
colour = YIQtoRGB * colour;
colour = pow(colour, vec3(1.0 / NATVIS_GOUT));
gl_FragColor = vec4(colour.rgb, 1.0);
}
</fragment>