mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 08:21:51 +01:00
f9066de98d
As of Cemu 1.15.12b, the textureSrcResolution (textureSrc_Resolution not texture_SrcResolution) uniform used by internal/external resize shaders still gives the native resolution of the game even when a resolution gfx pack is active. We can just ask for texture resolution ourselves in the shaders as a workaround.
99 lines
2.8 KiB
GLSL
99 lines
2.8 KiB
GLSL
// https://github.com/obsproject/obs-studio/blob/master/libobs/data/bicubic_scale.effect // added customizable polynomials back
|
|
|
|
#version 420
|
|
|
|
in vec2 passUV;
|
|
layout(binding=0) uniform sampler2D textureSrc;
|
|
// uniform vec2 textureSrcResolution;
|
|
layout(location = 0) out vec4 colorOut0;
|
|
|
|
float weight(float x)
|
|
{
|
|
float ax = abs(x);
|
|
|
|
const float B = $b;
|
|
const float C = $c;
|
|
|
|
if (ax < 2.0) {
|
|
float x_squared = x * x;
|
|
if (ax < 1.0) {
|
|
return (x_squared *
|
|
((12.0 - 9.0 * B - 6.0 * C) * ax +
|
|
(-18.0 + 12.0 * B + 6.0 * C)) +
|
|
(6.0 - 2.0 * B))
|
|
/ 6.0;
|
|
}
|
|
|
|
return (x_squared *
|
|
((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) +
|
|
(-12.0 * B - 48.0 * C) * ax +
|
|
(8.0 * B + 24.0 * C))
|
|
/ 6.0;
|
|
}
|
|
|
|
return 0.0;
|
|
}
|
|
|
|
vec4 weight4(float x)
|
|
{
|
|
return vec4(
|
|
weight(x - 2.0),
|
|
weight(x - 1.0),
|
|
weight(x),
|
|
weight(x + 1.0));
|
|
}
|
|
|
|
vec4 DrawBicubic(vec2 f_in)
|
|
{
|
|
vec2 textureSrcResolution = vec2( textureSize(textureSrc,0) );
|
|
vec2 stepxy = 1.0/textureSrcResolution;
|
|
vec2 pos = f_in.st + stepxy * 0.5;
|
|
vec2 f = fract(pos * textureSrcResolution);
|
|
|
|
vec4 rowtaps = weight4(1.0 - f.x);
|
|
vec4 coltaps = weight4(1.0 - f.y);
|
|
|
|
vec2 uv0 = (-1.5 - f) * stepxy + pos;
|
|
vec2 uv1 = uv0 + stepxy;
|
|
vec2 uv2 = uv1 + stepxy;
|
|
vec2 uv3 = uv2 + stepxy;
|
|
|
|
float u_weight_sum = rowtaps.y + rowtaps.z;
|
|
float u_middle_offset = rowtaps.z * stepxy.x / u_weight_sum;
|
|
float u_middle = uv1.x + u_middle_offset;
|
|
|
|
float v_weight_sum = coltaps.y + coltaps.z;
|
|
float v_middle_offset = coltaps.z * stepxy.y / v_weight_sum;
|
|
float v_middle = uv1.y + v_middle_offset;
|
|
|
|
// wrap doesn't apply to texelFetch
|
|
// clamp
|
|
// ivec2 coord_top_left = ivec2(max(uv0 * textureSrcResolution, 0.5));
|
|
// ivec2 coord_bottom_right = ivec2(min(uv3 * textureSrcResolution, textureSrcResolution - 0.5));
|
|
// mirror
|
|
ivec2 coord_top_left = ivec2(abs(uv0 * textureSrcResolution));
|
|
ivec2 coord_bottom_right = ivec2(textureSrcResolution - abs(uv3 * textureSrcResolution - textureSrcResolution));
|
|
|
|
vec4 top = texelFetch(textureSrc, ivec2(coord_top_left), 0) * rowtaps.x;
|
|
top += texture(textureSrc, vec2(u_middle, uv0.y)) * u_weight_sum;
|
|
top += texelFetch(textureSrc, ivec2(coord_bottom_right.x, coord_top_left.y), 0) * rowtaps.w;
|
|
vec4 total = top * coltaps.x;
|
|
|
|
vec4 middle = texture(textureSrc, vec2(uv0.x, v_middle)) * rowtaps.x;
|
|
middle += texture(textureSrc, vec2(u_middle, v_middle)) * u_weight_sum;
|
|
middle += texture(textureSrc, vec2(uv3.x, v_middle)) * rowtaps.w;
|
|
total += middle * v_weight_sum;
|
|
|
|
vec4 bottom = texelFetch(textureSrc, ivec2(coord_top_left.x, coord_bottom_right.y), 0) * rowtaps.x;
|
|
bottom += texture(textureSrc, vec2(u_middle, uv3.y)) * u_weight_sum;
|
|
bottom += texelFetch(textureSrc, ivec2(coord_bottom_right), 0) * rowtaps.w;
|
|
total += bottom * coltaps.w;
|
|
|
|
return total;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
colorOut0 = vec4(DrawBicubic(passUV).rgb,1.0);
|
|
}
|