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Diffstat (limited to 'system/shaders/GL/1.2/gl_convolution-4x4.glsl')
-rw-r--r--system/shaders/GL/1.2/gl_convolution-4x4.glsl89
1 files changed, 89 insertions, 0 deletions
diff --git a/system/shaders/GL/1.2/gl_convolution-4x4.glsl b/system/shaders/GL/1.2/gl_convolution-4x4.glsl
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index 0000000..8c97423
--- /dev/null
+++ b/system/shaders/GL/1.2/gl_convolution-4x4.glsl
@@ -0,0 +1,89 @@
+/*
+ * Copyright (C) 2010-2013 Team XBMC
+ * http://xbmc.org
+ *
+ * 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, 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 XBMC; see the file COPYING. If not, see
+ * <http://www.gnu.org/licenses/>.
+ *
+ */
+
+uniform sampler2D img;
+uniform vec2 stepxy;
+uniform float m_stretch;
+uniform float m_alpha;
+varying vec2 m_cord;
+uniform sampler1D kernelTex;
+
+vec4 weight(float pos)
+{
+#if defined(HAS_FLOAT_TEXTURE)
+ return texture1D(kernelTex, pos);
+#else
+ return texture1D(kernelTex, pos) * 2.0 - 1.0;
+#endif
+}
+
+vec2 stretch(vec2 pos)
+{
+#if (XBMC_STRETCH)
+ // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b.
+ // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5
+ // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1)
+ float x = pos.x - 0.5;
+ return vec2(mix(x * abs(x) * 2.0, x, m_stretch) + 0.5, pos.y);
+#else
+ return pos;
+#endif
+}
+
+vec3 pixel(float xpos, float ypos)
+{
+ return texture2D(img, vec2(xpos, ypos)).rgb;
+}
+
+vec3 line (float ypos, vec4 xpos, vec4 linetaps)
+{
+ return
+ pixel(xpos.r, ypos) * linetaps.r +
+ pixel(xpos.g, ypos) * linetaps.g +
+ pixel(xpos.b, ypos) * linetaps.b +
+ pixel(xpos.a, ypos) * linetaps.a;
+}
+
+vec4 process()
+{
+ vec4 rgb;
+ vec2 pos = stretch(m_cord) + stepxy * 0.5;
+ vec2 f = fract(pos / stepxy);
+
+ vec4 linetaps = weight(1.0 - f.x);
+ vec4 columntaps = weight(1.0 - f.y);
+
+ //make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur
+ linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a;
+ columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a;
+
+ vec2 xystart = (-1.5 - f) * stepxy + pos;
+ vec4 xpos = vec4(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0);
+
+ rgb.rgb =
+ line(xystart.y , xpos, linetaps) * columntaps.r +
+ line(xystart.y + stepxy.y , xpos, linetaps) * columntaps.g +
+ line(xystart.y + stepxy.y * 2.0, xpos, linetaps) * columntaps.b +
+ line(xystart.y + stepxy.y * 3.0, xpos, linetaps) * columntaps.a;
+
+ rgb.a = m_alpha;
+
+ return rgb;
+}