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@deakcor
Created February 14, 2021 14:15
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hq4x filter for Godot Engine
/**
* hq4x filter.
* https://www.shadertoy.com/view/MslGRS
* https://github.com/libretro/common-shaders/blob/master/scalehq/shaders/4xScaleHQ.cg
*/
shader_type canvas_item;
uniform bool enabled = true;
void fragment(){
float mx = 1.0; // start smoothing wt.
const float k = -1.10; // wt. decrease factor
const float max_w = 0.75; // max filter weigth
const float min_w = 0.03; // min filter weigth
const float lum_add = 0.33; // effects smoothing
vec4 color = texture(TEXTURE, UV);
if (enabled){
vec3 c = color.xyz;
float x = 0.5 * TEXTURE_PIXEL_SIZE.x;
float y = 0.5 * TEXTURE_PIXEL_SIZE.y;
const vec3 dt = 1.0*vec3(1.0, 1.0, 1.0);
vec2 dg1 = vec2( x, y);
vec2 dg2 = vec2(-x, y);
vec2 sd1 = dg1*0.5;
vec2 sd2 = dg2*0.5;
vec2 ddx = vec2(x,0.0);
vec2 ddy = vec2(0.0,y);
vec2 uv = UV;
vec4 t1 = vec4(uv-sd1,uv-ddy);
vec4 t2 = vec4(uv-sd2,uv+ddx);
vec4 t3 = vec4(uv+sd1,uv+ddy);
vec4 t4 = vec4(uv+sd2,uv-ddx);
vec4 t5 = vec4(uv-dg1,uv-dg2);
vec4 t6 = vec4(uv+dg1,uv+dg2);
vec3 i1 = texture(TEXTURE, t1.xy).xyz;
vec3 i2 = texture(TEXTURE, t2.xy).xyz;
vec3 i3 = texture(TEXTURE, t3.xy).xyz;
vec3 i4 = texture(TEXTURE, t4.xy).xyz;
vec3 o1 = texture(TEXTURE, t5.xy).xyz;
vec3 o3 = texture(TEXTURE, t6.xy).xyz;
vec3 o2 = texture(TEXTURE, t5.zw).xyz;
vec3 o4 = texture(TEXTURE, t6.zw).xyz;
vec3 s1 = texture(TEXTURE, t1.zw).xyz;
vec3 s2 = texture(TEXTURE, t2.zw).xyz;
vec3 s3 = texture(TEXTURE, t3.zw).xyz;
vec3 s4 = texture(TEXTURE, t4.zw).xyz;
float ko1 = dot(abs(o1-c),dt);
float ko2 = dot(abs(o2-c),dt);
float ko3 = dot(abs(o3-c),dt);
float ko4 = dot(abs(o4-c),dt);
float k1=min(dot(abs(i1-i3),dt),max(ko1,ko3));
float k2=min(dot(abs(i2-i4),dt),max(ko2,ko4));
float w1 = k2; if(ko3<ko1) w1*=ko3/ko1;
float w2 = k1; if(ko4<ko2) w2*=ko4/ko2;
float w3 = k2; if(ko1<ko3) w3*=ko1/ko3;
float w4 = k1; if(ko2<ko4) w4*=ko2/ko4;
c=(w1*o1+w2*o2+w3*o3+w4*o4+0.001*c)/(w1+w2+w3+w4+0.001);
w1 = k*dot(abs(i1-c)+abs(i3-c),dt)/(0.125*dot(i1+i3,dt)+lum_add);
w2 = k*dot(abs(i2-c)+abs(i4-c),dt)/(0.125*dot(i2+i4,dt)+lum_add);
w3 = k*dot(abs(s1-c)+abs(s3-c),dt)/(0.125*dot(s1+s3,dt)+lum_add);
w4 = k*dot(abs(s2-c)+abs(s4-c),dt)/(0.125*dot(s2+s4,dt)+lum_add);
w1 = clamp(w1+mx,min_w,max_w);
w2 = clamp(w2+mx,min_w,max_w);
w3 = clamp(w3+mx,min_w,max_w);
w4 = clamp(w4+mx,min_w,max_w);
color = vec4((w1*(i1+i3)+w2*(i2+i4)+w3*(s1+s3)+w4*(s2+s4)+c)/(2.0*(w1+w2+w3+w4)+1.0), color.a);
}
COLOR = color;
}
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