add new shader
drummyfish tastyfish@seznam.cz
Mon, 15 May 2017 20:40:54 +0200
2 files changed,
197 insertions(+),
0 deletions(-)
A
res/shaders/fish.shader/fish.fs
@@ -0,0 +1,181 @@
+/* + fish shader + + algorithm and original implementation by Miloslav "drummyfish" Ciz + (tastyfish@seznam.cz) + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. +*/ + +precision highp float; + +varying vec2 texCoord; +uniform sampler2D tex; +uniform vec2 texSize; + +uniform float similarity_threshold; + +#define screen_res 240,160 + +vec4 texel_fetch(sampler2D t, ivec2 c) // because GLSL TexelFetch is not supported + { + return texture2D(tex, (2 * vec2(c) + vec2(1,1)) / (2 * vec2(screen_res)) ); + } + +float pixel_brightness(vec4 pixel) + { + return 0.21 * pixel.x + 0.72 * pixel.y + 0.07 * pixel.z; + } + +bool pixel_is_brighter(vec4 pixel1, vec4 pixel2) + { + return pixel_brightness(pixel1) > pixel_brightness(pixel2); + } + +vec3 pixel_to_yuv(vec4 pixel) + { + float y = 0.299 * pixel.x + 0.587 * pixel.y + 0.114 * pixel.z; + return vec3(y, 0.492 * (pixel.z - y), 0.877 * (pixel.x - y)); + } + +bool yuvs_are_similar(vec3 yuv1, vec3 yuv2) + { + vec3 yuv_difference = abs(yuv1 - yuv2); + return yuv_difference.x <= similarity_threshold && yuv_difference.y <= similarity_threshold && yuv_difference.z <= similarity_threshold; + } + +bool pixels_are_similar(vec4 pixel1, vec4 pixel2) + { + vec3 yuv1 = pixel_to_yuv(pixel1); + vec3 yuv2 = pixel_to_yuv(pixel2); + + return yuvs_are_similar(yuv1, yuv2); + } + +vec4 interpolate_nondiagonal(vec4 neighbour1, vec4 neighbour2) + { + if (pixels_are_similar(neighbour1,neighbour2)) + return mix(neighbour1,neighbour2,0.5); + else + return pixel_is_brighter(neighbour1, neighbour2) ? neighbour1 : neighbour2; + } + +vec4 mix3(vec4 value1, vec4 value2, vec4 value3) + { + return (value1 + value2 + value3) / 3.0; + } + +vec4 straight_line(vec4 p0, vec4 p1, vec4 p2, vec4 p3) + { + return pixel_is_brighter(p2,p0) ? mix(p2,p3,0.5) : mix(p0,p1,0.5); + } + +vec4 corner(vec4 p0, vec4 p1, vec4 p2, vec4 p3) + { + return pixel_is_brighter(p1,p0) ? mix3(p1,p2,p3) : mix3(p0,p1,p2); + } + +vec4 interpolate_diagonal(vec4 a, vec4 b, vec4 c, vec4 d) + { + // a b + // c d + + vec3 a_yuv = pixel_to_yuv(a); + vec3 b_yuv = pixel_to_yuv(b); + vec3 c_yuv = pixel_to_yuv(c); + vec3 d_yuv = pixel_to_yuv(d); + + bool ad = yuvs_are_similar(a_yuv,d_yuv); + bool bc = yuvs_are_similar(b_yuv,c_yuv); + bool ab = yuvs_are_similar(a_yuv,b_yuv); + bool cd = yuvs_are_similar(c_yuv,d_yuv); + bool ac = yuvs_are_similar(a_yuv,c_yuv); + bool bd = yuvs_are_similar(b_yuv,d_yuv); + + if (ad && cd && ab) // all pixels are equal? + return( mix(mix(a,b,0.5), mix(c,d,0.5), 0.5) ); + + else if (ac && cd && ! ab) // corner 1? + return corner(b,a,d,c); + else if (bd && cd && ! ab) // corner 2? + return corner(a,b,c,d); + else if (ac && ab && ! bd) // corner 3? + return corner(d,c,b,a); + else if (ab && bd && ! ac) // corner 4? + return corner(c,a,d,b); + + else if (ad && (!bc || pixel_is_brighter(b,a))) // diagonal line 1? + return mix(a,d,0.5); + else if (bc && (!ad || pixel_is_brighter(a,b))) // diagonal line 2? + return mix(b,c,0.5); + + else if (ab) // horizontal line 1? + return straight_line(a,b,c,d); + else if (cd) // horizontal line 2? + return straight_line(c,d,a,b); + + else if (ac) // horizontal line 3? + return straight_line(a,c,b,d); + else if (bd) // horizontal line 4? + return straight_line(b,d,a,c); + + return( mix(mix(a,b,0.5), mix(c,d,0.5), 0.5) ); + } + +void main() + { + ivec2 pixel_coords2 = ivec2(texCoord * vec2(screen_res) * 2); + ivec2 pixel_coords = pixel_coords2 / 2; + + bool x_even = mod(pixel_coords2.x,2) == 0; + bool y_even = mod(pixel_coords2.y,2) == 0; + + if (x_even) + { + if (y_even) + { + + gl_FragColor = interpolate_diagonal( + texel_fetch(tex, pixel_coords + ivec2(-1,-1)), + texel_fetch(tex, pixel_coords + ivec2(0,-1)), + texel_fetch(tex, pixel_coords + ivec2(-1,0)), + texel_fetch(tex, pixel_coords + ivec2(0,0)) + ); + + } + else + { + gl_FragColor = interpolate_nondiagonal + ( + texel_fetch(tex, pixel_coords + ivec2(-1,0)), + texel_fetch(tex, pixel_coords) + ); + } + } + else if (y_even) + { + gl_FragColor = interpolate_nondiagonal + ( + texel_fetch(tex, pixel_coords + ivec2(0,-1)), + texel_fetch(tex, pixel_coords) + ); + } + else + gl_FragColor = texel_fetch(tex, pixel_coords); + }
A
res/shaders/fish.shader/manifest.ini
@@ -0,0 +1,16 @@
+[shader] +name=fish +author=Drummyfish +description=Attempts to keep thin lines thin. +passes=1 + +[pass.0] +fragmentShader=fish.fs +integerScaling=1 + +[pass.0.uniform.similarity_threshold] +type=float +default=0.2 +readableName=Similarity Threshold +min=0 +max=1