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5xBR_Rounded.vert
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5xBR_Rounded.vert
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#version 330 core
/*
Hyllian's 5xBR v3.7a Shader
Copyright (C) 2011, 2012 Hyllian/Jararaca - [email protected]
Copyright (C) 2012 crazy46guy (GLSL conversion)
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.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
(The original Cg version of the xBR family of shaders is available on
Github: https://github.com/twinaphex/common-shaders/tree/master/xBR )
*/
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texCoord;
layout (std140) uniform program
{
vec2 video_size;
vec2 texture_size;
vec2 output_size;
} IN;
out vec2 rubyTextureSize;
out vec2 texCoord0;
out vec4 texCoord1;
out vec4 texCoord2;
out vec4 texCoord3;
out vec4 texCoord4;
out vec4 texCoord5;
out vec4 texCoord6;
out vec4 texCoord7;
void main() {
rubyTextureSize = IN.texture_size;
float dx = 1.0 / rubyTextureSize.x;
float dy = 1.0 / rubyTextureSize.y;
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
gl_Position = position;
texCoord0 = texCoord;
texCoord1 = texCoord0.xxxy + vec4( -dx, 0, dx, -2.0*dy); // A1 B1 C1
texCoord2 = texCoord0.xxxy + vec4( -dx, 0, dx, -dy); // A B C
texCoord3 = texCoord0.xxxy + vec4( -dx, 0, dx, 0); // D E F
texCoord4 = texCoord0.xxxy + vec4( -dx, 0, dx, dy); // G H I
texCoord5 = texCoord0.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
texCoord6 = texCoord0.xyyy + vec4(-2.0*dx, -dy, 0, dy); // A0 D0 G0
texCoord7 = texCoord0.xyyy + vec4( 2.0*dx, -dy, 0, dy); // C4 F4 I4
}