SameBoy/Shaders/HQ2x.fsh

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/* Based on this (really good) article: http://blog.pkh.me/p/19-butchering-hqx-scaling-filters.html */
vec3 rgb_to_yuv(vec4 rgb)
{
return vec3( 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b,
-0.147 * rgb.r - 0.289 * rgb.g + 0.436 * rgb.b,
0.615 * rgb.r + 0.515 * rgb.g - 0.100 * rgb.b);
}
bool is_different(vec4 a, vec4 b)
{
vec3 diff = abs(rgb_to_yuv(a) - rgb_to_yuv(b));
return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031;
}
#define P(m, r) ((pattern & (m)) == (r))
vec4 interp_2px(vec4 c1, float w1, vec4 c2, float w2)
{
return (c1 * w1 + c2 * w2) / (w1 + w2);
}
vec4 interp_3px(vec4 c1, float w1, vec4 c2, float w2, vec4 c3, float w3)
{
return (c1 * w1 + c2 * w2 + c3 * w3) / (w1 + w2 + w3);
}
vec4 scale(sampler2D image)
{
// o = offset, the width of a pixel
vec2 o = 1.0 / textureDimensions;
vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
/* We always calculate the top left pixel. If we need a different pixel, we flip the image */
// p = the position within a pixel [0...1]
vec2 p = fract(texCoord * textureDimensions);
if (p.x > 0.5) o.x = -o.x;
if (p.y > 0.5) o.y = -o.y;
vec4 w0 = texture(image, texCoord + vec2( -o.x, -o.y));
vec4 w1 = texture(image, texCoord + vec2( 0, -o.y));
vec4 w2 = texture(image, texCoord + vec2( o.x, -o.y));
vec4 w3 = texture(image, texCoord + vec2( -o.x, 0));
vec4 w4 = texture(image, texCoord + vec2( 0, 0));
vec4 w5 = texture(image, texCoord + vec2( o.x, 0));
vec4 w6 = texture(image, texCoord + vec2( -o.x, o.y));
vec4 w7 = texture(image, texCoord + vec2( 0, o.y));
vec4 w8 = texture(image, texCoord + vec2( o.x, o.y));
int pattern = 0;
if (is_different(w0, w4)) pattern |= 1;
if (is_different(w1, w4)) pattern |= 2;
if (is_different(w2, w4)) pattern |= 4;
if (is_different(w3, w4)) pattern |= 8;
if (is_different(w5, w4)) pattern |= 16;
if (is_different(w6, w4)) pattern |= 32;
if (is_different(w7, w4)) pattern |= 64;
if (is_different(w8, w4)) pattern |= 128;
if ((P(0xbf,0x37) || P(0xdb,0x13)) && is_different(w1, w5))
return interp_2px(w4, 3.0, w3, 1.0);
if ((P(0xdb,0x49) || P(0xef,0x6d)) && is_different(w7, w3))
return interp_2px(w4, 3.0, w1, 1.0);
if ((P(0x0b,0x0b) || P(0xfe,0x4a) || P(0xfe,0x1a)) && is_different(w3, w1))
return w4;
if ((P(0x6f,0x2a) || P(0x5b,0x0a) || P(0xbf,0x3a) || P(0xdf,0x5a) ||
P(0x9f,0x8a) || P(0xcf,0x8a) || P(0xef,0x4e) || P(0x3f,0x0e) ||
P(0xfb,0x5a) || P(0xbb,0x8a) || P(0x7f,0x5a) || P(0xaf,0x8a) ||
P(0xeb,0x8a)) && is_different(w3, w1))
return interp_2px(w4, 3.0, w0, 1.0);
if (P(0x0b,0x08))
return interp_3px(w4, 2.0, w0, 1.0, w1, 1.0);
if (P(0x0b,0x02))
return interp_3px(w4, 2.0, w0, 1.0, w3, 1.0);
if (P(0x2f,0x2f))
return interp_3px(w4, 1.04, w3, 1.0, w1, 1.0);
if (P(0xbf,0x37) || P(0xdb,0x13))
return interp_3px(w4, 5.0, w1, 2.0, w3, 1.0);
if (P(0xdb,0x49) || P(0xef,0x6d))
return interp_3px(w4, 5.0, w3, 2.0, w1, 1.0);
if (P(0x1b,0x03) || P(0x4f,0x43) || P(0x8b,0x83) || P(0x6b,0x43))
return interp_2px(w4, 3.0, w3, 1.0);
if (P(0x4b,0x09) || P(0x8b,0x89) || P(0x1f,0x19) || P(0x3b,0x19))
return interp_2px(w4, 3.0, w1, 1.0);
if (P(0x7e,0x2a) || P(0xef,0xab) || P(0xbf,0x8f) || P(0x7e,0x0e))
return interp_3px(w4, 2.0, w3, 3.0, w1, 3.0);
if (P(0xfb,0x6a) || P(0x6f,0x6e) || P(0x3f,0x3e) || P(0xfb,0xfa) ||
P(0xdf,0xde) || P(0xdf,0x1e))
return interp_2px(w4, 3.0, w0, 1.0);
if (P(0x0a,0x00) || P(0x4f,0x4b) || P(0x9f,0x1b) || P(0x2f,0x0b) ||
P(0xbe,0x0a) || P(0xee,0x0a) || P(0x7e,0x0a) || P(0xeb,0x4b) ||
P(0x3b,0x1b))
return interp_3px(w4, 2.0, w3, 1.0, w1, 1.0);
return interp_3px(w4, 6.0, w3, 1.0, w1, 1.0);
}