diff options
Diffstat (limited to 'system/shaders/GLES/2.0/gles_convolution-6x6.frag')
-rw-r--r-- | system/shaders/GLES/2.0/gles_convolution-6x6.frag | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/system/shaders/GLES/2.0/gles_convolution-6x6.frag b/system/shaders/GLES/2.0/gles_convolution-6x6.frag new file mode 100644 index 0000000..d043c75 --- /dev/null +++ b/system/shaders/GLES/2.0/gles_convolution-6x6.frag @@ -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/>. + * + */ + +#version 100 + +precision highp float; + +uniform sampler2D img; +uniform vec2 stepxy; +varying vec2 cord; +uniform float m_alpha; +uniform sampler2D kernelTex; + +vec3 weight(float pos) +{ +#if defined(HAS_FLOAT_TEXTURE) + return texture2D(kernelTex, vec2(pos, 0.5)).rgb; +#else + return texture2D(kernelTex, vec2(pos - 0.5)).rgb * 2.0 - 1.0; +#endif +} + +vec3 pixel(float xpos, float ypos) +{ + return texture2D(img, vec2(xpos, ypos)).rgb; +} + +vec3 line (float ypos, vec3 xpos1, vec3 xpos2, vec3 linetaps1, vec3 linetaps2) +{ + return pixel(xpos1.r, ypos) * linetaps1.r + + pixel(xpos1.g, ypos) * linetaps2.r + + pixel(xpos1.b, ypos) * linetaps1.g + + pixel(xpos2.r, ypos) * linetaps2.g + + pixel(xpos2.g, ypos) * linetaps1.b + + pixel(xpos2.b, ypos) * linetaps2.b; +} + +void main() +{ + vec4 rgb; + vec2 pos = cord + stepxy * 0.5; + vec2 f = fract(pos / stepxy); + + vec3 linetaps1 = weight((1.0 - f.x) / 2.0); + vec3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5); + vec3 columntaps1 = weight((1.0 - f.y) / 2.0); + vec3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5); + + // make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur + float sum = linetaps1.r + linetaps1.g + linetaps1.b + linetaps2.r + linetaps2.g + linetaps2.b; + linetaps1 /= sum; + linetaps2 /= sum; + sum = columntaps1.r + columntaps1.g + columntaps1.b + columntaps2.r + columntaps2.g + columntaps2.b; + columntaps1 /= sum; + columntaps2 /= sum; + + vec2 xystart = (-2.5 - f) * stepxy + pos; + vec3 xpos1 = vec3(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0); + vec3 xpos2 = vec3(xystart.x + stepxy.x * 3.0, xystart.x + stepxy.x * 4.0, xystart.x + stepxy.x * 5.0); + + rgb.rgb = line(xystart.y, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.r + + line(xystart.y + stepxy.y, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.r + + line(xystart.y + stepxy.y * 2.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.g + + line(xystart.y + stepxy.y * 3.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.g + + line(xystart.y + stepxy.y * 4.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b + + line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b; + + rgb.a = m_alpha; + + gl_FragColor = rgb; +} + |