diff --git a/Shaders/HQ2x.fsh b/Shaders/HQ2x.fsh index 14316b6..7a4fb1e 100644 --- a/Shaders/HQ2x.fsh +++ b/Shaders/HQ2x.fsh @@ -1,15 +1,17 @@ /* Based on this (really good) article: http://blog.pkh.me/p/19-butchering-hqx-scaling-filters.html */ -vec3 rgb_to_yuv(vec4 rgb) +/* The colorspace used by the HQnx filters is not really YUV, despite the algorithm description claims it is. It is + also not normalized. Therefore, we shall call the colorspace used by HQnx "HQ Colorspace" to avoid confusion. */ +vec3 rgb_to_hq_colospace(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); + return vec3( 0.250 * rgb.r + 0.250 * rgb.g + 0.250 * rgb.b, + 0.250 * rgb.r - 0.000 * rgb.g - 0.250 * rgb.b, + -0.125 * rgb.r + 0.250 * rgb.g - 0.125 * rgb.b); } bool is_different(vec4 a, vec4 b) { - vec3 diff = abs(rgb_to_yuv(a) - rgb_to_yuv(b)); + vec3 diff = abs(rgb_to_hq_colospace(a) - rgb_to_hq_colospace(b)); return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031; } diff --git a/Shaders/OmniScale.fsh b/Shaders/OmniScale.fsh index f0658a1..7e8b6cb 100644 --- a/Shaders/OmniScale.fsh +++ b/Shaders/OmniScale.fsh @@ -7,17 +7,19 @@ per quarter are sampled (in contrast to the usual 9) in order to determine the best interpolation. */ -vec3 rgb_to_yuv(vec4 rgb) +/* We use the same colorspace as the HQ algorithms. */ +vec3 rgb_to_hq_colospace(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); + return vec3( 0.250 * rgb.r + 0.250 * rgb.g + 0.250 * rgb.b, + 0.250 * rgb.r - 0.000 * rgb.g - 0.250 * rgb.b, + -0.125 * rgb.r + 0.250 * rgb.g - 0.125 * 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; + vec3 diff = abs(rgb_to_hq_colospace(a) - rgb_to_hq_colospace(b)); + return diff.x > 0.125 || diff.y > 0.027 || diff.z > 0.031; } #define P(m, r) ((pattern & (m)) == (r)) @@ -80,71 +82,141 @@ vec4 scale(sampler2D image) if (P(0x0b,0x02)) return mix(mix(w0 * 0.375 + w3 * 0.25 + w4 * 0.375, w4 * 0.5 + w3 * 0.5, p.y * 2.0), w4, p.x * 2.0); if (P(0x2f,0x2f)) { - if (length(p - vec2(0.5)) < 0.5) { + float dist = length(p - vec2(0.5)); + float pixel_size = length(1.0 / (uResolution / textureDimensions)); + if (dist < 0.5 - pixel_size / 2) { return w4; } + vec4 r; if (is_different(w0, w1) || is_different(w0, w3)) { - return mix(w1, w3, p.y - p.x + 0.5); + r = mix(w1, w3, p.y - p.x + 0.5); } - return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); + else { + r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); + } + + if (dist > 0.5 + pixel_size / 2) { + return r; + } + return mix(w4, r, (dist - 0.5 + pixel_size / 2) / pixel_size); } if (P(0xbf,0x37) || P(0xdb,0x13)) { - if (p.x - 2.0 * p.y > 0) { + float dist = p.x - 2.0 * p.y; + float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5); + if (dist > pixel_size / 2) { return w1; } - return mix(w3, w4, p.x + 0.5); + vec4 r = mix(w3, w4, p.x + 0.5); + if (dist < -pixel_size / 2) { + return r; + } + return mix(r, w1, (dist + pixel_size / 2) / pixel_size); } if (P(0xdb,0x49) || P(0xef,0x6d)) { - if (p.y - 2.0 * p.x > 0) { + float dist = p.y - 2.0 * p.x; + float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5); + if (p.y - 2.0 * p.x > pixel_size / 2) { return w3; } - return mix(w1, w4, p.x * 2); - } - if ( P(0xbf,0x8f) || P(0x7e,0x0e)) { - if (p.x + 2.0 * p.y < 1.0) { - if (is_different(w0, w1) || is_different(w0, w3)) { - return mix(w1, w3, p.y - p.x + 0.5); - } - return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); + vec4 r = mix(w1, w4, p.x + 0.5); + if (dist < -pixel_size / 2) { + return r; } - return w4; + return mix(r, w3, (dist + pixel_size / 2) / pixel_size); } + if (P(0xbf,0x8f) || P(0x7e,0x0e)) { + float dist = p.x + 2.0 * p.y; + float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5); + + if (dist > 1.0 + pixel_size / 2) { + return w4; + } + + vec4 r; + if (is_different(w0, w1) || is_different(w0, w3)) { + r = mix(w1, w3, p.y - p.x + 0.5); + } + else { + r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); + } + + if (dist < 1.0 - pixel_size / 2) { + return r; + } + + return mix(r, w4, (dist + pixel_size / 2 - 1.0) / pixel_size); + + } + if (P(0x7e,0x2a) || P(0xef,0xab)) { - if (p.y + 2.0 * p.x < 1.0) { - if (is_different(w0, w1) || is_different(w0, w3)) { - return mix(w1, w3, p.y - p.x + 0.5); - } - return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); + float dist = p.y + 2.0 * p.x; + float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5); + + if (p.y + 2.0 * p.x > 1.0 + pixel_size / 2) { + return w4; } - return w4; + + vec4 r; + + if (is_different(w0, w1) || is_different(w0, w3)) { + r = mix(w1, w3, p.y - p.x + 0.5); + } + else { + r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); + } + + if (dist < 1.0 - pixel_size / 2) { + return r; + } + + return mix(r, w4, (dist + pixel_size / 2 - 1.0) / pixel_size); } + if (P(0x1b,0x03) || P(0x4f,0x43) || P(0x8b,0x83) || P(0x6b,0x43)) return mix(w4, w3, 0.5 - p.x); + if (P(0x4b,0x09) || P(0x8b,0x89) || P(0x1f,0x19) || P(0x3b,0x19)) return mix(w4, w1, 0.5 - p.y); + if (P(0xfb,0x6a) || P(0x6f,0x6e) || P(0x3f,0x3e) || P(0xfb,0xfa) || P(0xdf,0xde) || P(0xdf,0x1e)) return mix(w4, w0, (1.0 - p.x - p.y) / 2.0); + if (P(0x4f,0x4b) || P(0x9f,0x1b) || P(0x2f,0x0b) || P(0xbe,0x0a) || P(0xee,0x0a) || P(0x7e,0x0a) || P(0xeb,0x4b) || P(0x3b,0x1b)) { - if (p.x + p.y > 0.5) { + float dist = p.x + p.y; + float pixel_size = length(1.0 / (uResolution / textureDimensions)); + + if (dist > 0.5 + pixel_size / 2) { return w4; } + + vec4 r; if (is_different(w0, w1) || is_different(w0, w3)) { - return mix(w1, w3, p.y - p.x + 0.5); + r = mix(w1, w3, p.y - p.x + 0.5); } - return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); + else { + r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); + } + + if (dist < 0.5 - pixel_size / 2) { + return r; + } + + return mix(r, w4, (dist + pixel_size / 2 - 0.5) / pixel_size); } if (P(0x0b,0x01)) - //return vec4(1,0,0,0); return mix(mix(w4, w3, 0.5 - p.x), mix(w1, (w1 + w3) / 2.0, 0.5 - p.x), 0.5 - p.y); if (P(0x0b,0x00)) return mix(mix(w4, w3, 0.5 - p.x), mix(w1, w0, 0.5 - p.x), 0.5 - p.y); - if (p.x + p.y > 0.5) + float dist = p.x + p.y; + float pixel_size = length(1.0 / (uResolution / textureDimensions)); + + if (dist > 0.5 + pixel_size / 2) return w4; /* We need more samples to "solve" this diagonal */ @@ -170,8 +242,13 @@ vec4 scale(sampler2D image) pattern >>= 1; } - if (diagonal_bias <= 0) - return mix(w1, w3, p.y - p.x + 0.5); + if (diagonal_bias <= 0) { + vec4 r = mix(w1, w3, p.y - p.x + 0.5); + if (dist < 0.5 - pixel_size / 2) { + return r; + } + return mix(r, w4, (dist + pixel_size / 2 - 0.5) / pixel_size); + } return w4; } \ No newline at end of file