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rsn8887 committed Aug 18, 2017
1 parent 1bbd17e commit fd68241
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7 changes: 7 additions & 0 deletions Copy_To_RetroPie/2x-prescale-sharp-bilinear.glslp
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shaders = 2
shader0 = shaders/stock.glsl
filter_linear0 = false
scale_type0 = source
scale0 = 2.0
shader1 = shaders/stock.glsl
filter_linear1 = true
126 changes: 126 additions & 0 deletions Copy_To_RetroPie/shaders/sharp-bilinear-simple.glsl
@@ -0,0 +1,126 @@
/*
Author: rsn8887 (based on TheMaister)
License: Public domain
This is an integer prescale filter that should be combined
with a bilinear hardware filtering (GL_BILINEAR filter or some such) to achieve
a smooth scaling result with minimum blur. This is good for pixelgraphics
that are scaled by non-integer factors.
The prescale factor and texel coordinates are precalculated
in the vertex shader for speed.
*/

#if defined(VERTEX)

#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;

uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;

// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)

out VertexData
{
vec2 texel;
vec2 prescale;
} precalcOut;

void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
precalcOut.texel = vTexCoord * SourceSize.xy;
precalcOut.prescale = max(floor(outsize.xy / InputSize.xy), vec2(1.0, 1.0));
}

#elif defined(FRAGMENT)

#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;

// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)

in VertexData
{
vec2 texel;
vec2 prescale;
} precalcIn;


void main()
{
vec2 texel_floored = floor(precalcIn.texel);
vec2 s = fract(precalcIn.texel);
vec2 region_range = 0.5 - 0.5 / precalcIn.prescale;

// Figure out where in the texel to sample to get correct pre-scaled bilinear.
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.

vec2 center_dist = s - 0.5;
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * precalcIn.prescale + 0.5;

vec2 mod_texel = texel_floored + f;

FragColor = vec4(texture(Source, mod_texel / SourceSize.xy).rgb, 1.0);
}
#endif
111 changes: 111 additions & 0 deletions Copy_To_RetroPie/shaders/stock.glsl
@@ -0,0 +1,111 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)

#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_VARYING float _frame_rotation;
COMPAT_VARYING vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
vec4 _r0005;
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;

uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
vec4 _oColor;
vec2 _otexCoord;
_r0005 = VertexCoord.x*MVPMatrix[0];
_r0005 = _r0005 + VertexCoord.y*MVPMatrix[1];
_r0005 = _r0005 + VertexCoord.z*MVPMatrix[2];
_r0005 = _r0005 + VertexCoord.w*MVPMatrix[3];
_oPosition1 = _r0005;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)

#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_VARYING float _frame_rotation;
COMPAT_VARYING vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;

uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
output_dummy _OUT;
_OUT._color = COMPAT_TEXTURE(Texture, TEX0.xy);
FragColor = _OUT._color;
return;
}
#endif
4 changes: 4 additions & 0 deletions Copy_To_RetroPie/sharp-bilinear-simple.glslp
@@ -0,0 +1,4 @@
shaders = 1

shader0 = shaders/sharp-bilinear-simple.glsl
filter_linear0 = true

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