Created
April 3, 2011 16:21
-
-
Save Themaister/900536 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<?xml version="1.0" encoding="UTF-8"?> | |
<!-- | |
4xBR shader | |
Created by Hyllian. | |
(License: Unknown) | |
--> | |
<shader language="GLSL"> | |
<fragment scale="4.0" filter="nearest"><![CDATA[ | |
uniform sampler2D rubyTexture; | |
uniform vec2 rubyInputSize; | |
uniform vec2 rubyOutputSize; | |
uniform vec2 rubyTextureSize; | |
const vec3 dtt = vec3(65536.0, 255.0, 1.0); | |
float reduce(vec3 color) | |
{ | |
return dot(color, dtt); | |
} | |
void main() | |
{ | |
vec2 ps = 1.0 / rubyTextureSize; | |
vec2 dx = vec2(ps.x, 0.0); | |
vec2 dy = vec2(0.0, ps.y); | |
vec2 pixcoord = gl_TexCoord[0].xy/ps; | |
vec2 fp = fract(pixcoord); | |
vec2 d11 = gl_TexCoord[0].xy - fp * ps; | |
// Reading the texels | |
vec3 A = texture2D(rubyTexture, d11-dx-dy).xyz; | |
vec3 B = texture2D(rubyTexture, d11 -dy).xyz; | |
vec3 C = texture2D(rubyTexture, d11+dx-dy).xyz; | |
vec3 D = texture2D(rubyTexture, d11-dx ).xyz; | |
vec3 E = texture2D(rubyTexture, d11 ).xyz; | |
vec3 F = texture2D(rubyTexture, d11+dx ).xyz; | |
vec3 G = texture2D(rubyTexture, d11-dx+dy).xyz; | |
vec3 H = texture2D(rubyTexture, d11+dy ).xyz; | |
vec3 I = texture2D(rubyTexture, d11+dx+dy).xyz; | |
vec3 E0 = E; | |
vec3 E1 = E; | |
vec3 E2 = E; | |
vec3 E3 = E; | |
vec3 E4 = E; | |
vec3 E5 = E; | |
vec3 E6 = E; | |
vec3 E7 = E; | |
vec3 E8 = E; | |
vec3 E9 = E; | |
vec3 E10 = E; | |
vec3 E11 = E; | |
vec3 E12 = E; | |
vec3 E13 = E; | |
vec3 E14 = E; | |
vec3 E15 = E; | |
float a = reduce(A); | |
float b = reduce(B); | |
float c = reduce(C); | |
float d = reduce(D); | |
float e = reduce(E); | |
float f = reduce(F); | |
float g = reduce(G); | |
float h = reduce(H); | |
float i = reduce(I); | |
if ((h == f)&&(h != e)) | |
{ | |
if ( | |
((e == g) && ((i == h) || (e == d))) | |
|| | |
((e == c) && ((i == h) || (e == b))) | |
) | |
{ | |
E11 = mix(E11, F, 0.5); | |
E14 = E11; | |
E15 = F; | |
} | |
} | |
if ((f == b)&&(f != e)) | |
{ | |
if ( | |
((e == i) && ((f == c) || (e == h))) | |
|| | |
((e == a) && ((f == c) || (e == d))) | |
) | |
{ | |
E2 = mix(E2, B, 0.5); | |
E7 = E2; | |
E3 = B; | |
} | |
} | |
if ((b == d)&&(b != e)) | |
{ | |
if ( | |
((e == c) && ((b == a) || (e == f))) | |
|| | |
((e == g) && ((b == a) || (e == h))) | |
) | |
{ | |
E1 = mix(E1, D, 0.5); | |
E4 = E1; | |
E0 = D; | |
} | |
} | |
if ((d == h)&&(d != e)) | |
{ | |
if ( | |
((e == a) && ((d == g) || (e == b))) | |
|| | |
((e == i) && ((d == g) || (e == f))) | |
) | |
{ | |
E8 = mix(E8, H, 0.5); | |
E13 = E8; | |
E12 = H; | |
} | |
} | |
vec3 res; | |
if (fp.x < 0.25) | |
{ | |
if (fp.y < 0.25) res = E0; | |
else if ((fp.y > 0.25) && (fp.y < 0.50)) res = E4; | |
else if ((fp.y > 0.50) && (fp.y < 0.75)) res = E8; | |
else res = E12; | |
} | |
else if ((fp.x > 0.25) && (fp.x < 0.50)) | |
{ | |
if (fp.y < 0.25) res = E1; | |
else if ((fp.y > 0.25) && (fp.y < 0.50)) res = E5; | |
else if ((fp.y > 0.50) && (fp.y < 0.75)) res = E9; | |
else res = E13; | |
} | |
else if ((fp.x > 0.50) && (fp.x < 0.75)) | |
{ | |
if (fp.y < 0.25) res = E2; | |
else if ((fp.y > 0.25) && (fp.y < 0.50)) res = E6; | |
else if ((fp.y > 0.50) && (fp.y < 0.75)) res = E10; | |
else res = E14; | |
} | |
else | |
{ | |
if (fp.y < 0.25) res = E3; | |
else if ((fp.y > 0.25) && (fp.y < 0.50)) res = E7; | |
else if ((fp.y > 0.50) && (fp.y < 0.75)) res = E11; | |
else res = E15; | |
} | |
gl_FragColor = vec4(res, 1.0); | |
} | |
]]></fragment> | |
<fragment filter="linear"><![CDATA[ | |
uniform sampler2D rubyTexture; | |
void main() { gl_FragColor = texture2D(rubyTexture, gl_TexCoord[0].xy); } | |
]]></fragment> | |
</shader> |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment