diff options
Diffstat (limited to 'system/shaders/GLES/2.0/gles_convolution-4x4.frag')
-rw-r--r-- | system/shaders/GLES/2.0/gles_convolution-4x4.frag | 78 |
1 files changed, 78 insertions, 0 deletions
diff --git a/system/shaders/GLES/2.0/gles_convolution-4x4.frag b/system/shaders/GLES/2.0/gles_convolution-4x4.frag new file mode 100644 index 0000000..3043b10 --- /dev/null +++ b/system/shaders/GLES/2.0/gles_convolution-4x4.frag @@ -0,0 +1,78 @@ +/* + * 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/>. + * + */ + +#version 100 + +precision highp float; + +uniform sampler2D img; +uniform vec2 stepxy; +varying vec2 cord; +uniform float m_alpha; +uniform sampler2D kernelTex; + +vec4 weight(float pos) +{ +#if defined(HAS_FLOAT_TEXTURE) + return texture2D(kernelTex, vec2(pos, 0.5)); +#else + return texture2D(kernelTex, vec2(pos - 0.5)) * 2.0 - 1.0; +#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; +} + +void main() +{ + vec4 rgb; + vec2 pos = 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; + + gl_FragColor = rgb; +} + |