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404 lines (344 loc) · 19.1 KB
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#<!--
# SABR XCOMified v1.3 Shader
#
# Copyright (C) 2011, 2012 Hyllian/Jararaca - sergiogdb@gmail.com (5xBR)
# Copyright (C) 2012 crazy46guy (GLSL conversion)
# Copyright (C) 2012 Joshua Street (SABR)
# Copyright (c) 2014 Daemonjax (XCOMification)
#
# Portions of this algorithm were taken from Hyllian's 5xBR v3.7c
# shader and Joshua Street's SABR v3.0 shader.
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
#-->
language: "GLSL"
vertex: |
uniform vec2 rubyTextureSize;
varying vec2 tc;
varying vec4 xyp_e1_e2_e3;
varying vec4 xyp_f1_f2_f3;
varying vec4 xyp_g1_g2_g3;
varying vec4 xyp_h1_h2_h3;
varying vec4 xyp_a_b_c_d;
varying vec4 xyp_1_2_3;
varying vec4 xyp_5_10_15;
varying vec4 xyp_6_7_8;
varying vec4 xyp_9_14_9;
varying vec4 xyp_11_12_13;
varying vec4 xyp_16_17_18;
varying vec4 xyp_21_22_23;
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
float x = 1.0 / rubyTextureSize.x;
float y = 1.0 / rubyTextureSize.y;
/* Mask for algorhithm
-4x -3x -2x -x 0 x 2x 3x 4x
+----+----+----+----+----+----+----+----+----+
| | | | | | | | | -4y
+----+----+----+----+----+----+----+----+----+
| | | e1 | e2 | e3 | | | | -3y
+----+----+----+----+----+----+----+----+----+
| | a | 1 | 2 | 3 | b | | | -2y
+----+----+----+----+----+----+----+----+----+
| h1 | 5 | 6 | 7 | 8 | 9 | f1 | | -y
+----+----+----+----+----+----+----+----+----+
| h2 | 10 | 11 | 12 | 13 | 14 | f2 | | 0
+----+----+----+----+----+----+----+----+----+
| h3 | 15 | 16 | 17 | 18 | 19 | f3 | | y
+----+----+----+----+----+----+----+----+----+
| | c | 21 | 22 | 23 | d | | | 2y
+----+----+----+----+----+----+----+----+----+
| | | g1 | g2 | g3 | | | | 3y
+----+----+----+----+----+----+----+----+----+
| | | | | | | | | 4y
+----+----+----+----+----+----+----+----+----+
*/
tc = gl_MultiTexCoord0.xy;
/*
xyp_e1_e2_e3 = tc.xxxy + vec4( -x, 0.0, x, -3.0 * y);
xyp_f1_f2_f3 = tc.xyyy + vec4( 3.0 * x, -y, 0.0, y);
xyp_g1_g2_g3 = tc.xxxy + vec4( -x, 0.0, x, 3.0 * y);
xyp_h1_h2_h3 = tc.xyyy + vec4(-3.0 * x, -y, 0.0, y);
xyp_a_b_c_d = tc.xxyy + vec4(-2.0 * x, 2.0 * x, -2.0 * y, 2.0 * y);
*/
xyp_1_2_3 = tc.xxxy + vec4( -x, 0.0, x, -2.0 * y);
xyp_6_7_8 = tc.xxxy + vec4( -x, 0.0, x, -y);
xyp_11_12_13 = tc.xxxy + vec4( -x, 0.0, x, 0.0);
xyp_16_17_18 = tc.xxxy + vec4( -x, 0.0, x, y);
xyp_21_22_23 = tc.xxxy + vec4( -x, 0.0, x, 2.0 * y);
xyp_5_10_15 = tc.xyyy + vec4(-2.0 * x, -y, 0.0, y);
xyp_9_14_9 = tc.xyyy + vec4( 2.0 * x, -y, 0.0, y);
}
linear: false
fragment: |
/* Uniforms
- rubyTexture: texture sampler
- rubyTextureSize: size of the texture before rendering
*/
uniform sampler2D rubyTexture;
uniform vec2 rubyTextureSize;
/* Varying attributes
- tc: coordinate of the texel being processed
- xyp_[]_[]_[]: a packed coordinate for 3 or 4 areas within the texture
*/
varying vec2 tc;
/*
varying vec4 xyp_e1_e2_e3;
varying vec4 xyp_f1_f2_f3;
varying vec4 xyp_g1_g2_g3;
varying vec4 xyp_h1_h2_h3;
varying vec4 xyp_a_b_c_d;
*/
varying vec4 xyp_1_2_3;
varying vec4 xyp_5_10_15;
varying vec4 xyp_6_7_8;
varying vec4 xyp_9_14_9;
varying vec4 xyp_11_12_13;
varying vec4 xyp_16_17_18;
varying vec4 xyp_21_22_23;
/* Constants
*/
// Pallete colors used in exclusion rules
const vec3 ex1_Yellow = vec3(252.0, 252.0, 0.0) / 255.0;
const vec3 ex1_Red1 = vec3(192.0, 0.0, 0.0) / 255.0;
const vec3 ex1_Red2 = vec3(252.0, 0.0, 0.0) / 255.0;
const vec3 ex1_Cyan1 = vec3(0.0 , 192.0, 192.0) / 255.0;
const vec3 ex1_Cyan2 = vec3(0.0 , 252.0, 252.0) / 255.0;
const vec3 ex_Pink1 = vec3(252.0, 164.0, 212.0) / 255.0;
const vec3 ex_Pink2 = vec3(192.0, 112.0, 152.0) / 255.0;
// Inequation coefficients for interpolation
// Equations are in the form: Ay + Bx = C
// 45, 30, and 60 denote the angle from x each line the cooeficient variable set builds
const vec4 Ai = vec4(1.0, -1.0, -1.0, 1.0);
const vec4 B45 = vec4(1.0, 1.0, -1.0, -1.0);
const vec4 C45 = vec4(1.5, 0.5, -0.5, 0.5);
const vec4 B30 = vec4(0.5, 2.0, -0.5, -2.0);
const vec4 C30 = vec4(1.0, 1.0, -0.5, 0.0);
const vec4 B60 = vec4(2.0, 0.5, -2.0, -0.5);
const vec4 C60 = vec4(2.0, 0.0, -1.0, 0.5);
const vec4 M45 = vec4(0.4, 0.4, 0.4, 0.4);
const vec4 M30 = vec4(0.2, 0.4, 0.2, 0.4);
const vec4 M60 = M30.yxwz;
const vec4 Mshift = vec4(0.2);
const float coef = 2.0; // Coefficient for weighted edge detection
const vec4 threshold = vec4(43.34); // Threshold for if luminance values are "equal"
const float colorMax = 255.0; // pallete colors only seem to have an effective RGB range of [0 - 252.0], should we use 252 or 255 as mult for lum?
// Conversion from RGB to Luminance (most accurate way I found so far)
const vec3 lum = vec3(0.241, 0.691, 0.068) * colorMax * colorMax; // openxcom uses original color pallete converted to RGB color, which is then converted to percentage [0.0 - 1.0]
/* Helper functions
*/
bvec4 _and_(bvec4 A, bvec4 B) { // Performs same logic operation as && for vectors
return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
}
bvec4 _or_(bvec4 A, bvec4 B) { // Performs same logic operation as || for vectors
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
}
float get_lum(vec3 v) { // returns approximated luminance value of a color
vec3 temp = vec3(v.x * v.x * lum.x, v.y * v.y * lum.y, v.z * v.z * lum.z);
return sqrt(temp.x + temp.y + temp.z);
}
vec4 RGBtoLum4(vec3 v0, vec3 v1, vec3 v2, vec3 v3) { // returns approximated luminance value of 4 colors
return vec4(get_lum(v0), get_lum(v1), get_lum(v2), get_lum(v3));
}
vec4 getLumDifference(vec4 A, vec4 B) { // Gets the difference between 2 4-value luminance vectors
return abs(A - B);
}
bvec4 lumClose2(vec4 A, vec4 B) { // Determines if 2 4-value luminance vectors are "equal" based on threshold
return lessThan(getLumDifference(A, B), threshold);
}
vec4 lum_wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) {
return getLumDifference(a, b) + getLumDifference(a, c) + getLumDifference(d, e) + getLumDifference(d, f) + 4.0 * getLumDifference(g, h);
}
bool colorsEqual2(vec3 A, vec3 B) { //returns true if the two RGB color vectors are equal
return all(equal(A, B));
}
bool colors3_eq(vec3 A, vec3 B, vec3 C) { //returns true if the four RGB color vectors are equal
return colorsEqual2(A, B) && colorsEqual2(B, C);
}
bool colorsEqual4(vec3 A, vec3 B, vec3 C, vec3 D) { //returns true if the four RGB color vectors are equal
return colors3_eq(A, B, C) && colorsEqual2(C, D);
}
//bool colorsEqual5(vec3 A, vec3 B, vec3 C, vec3 D, vec3 E) { //returns true if the four RGB color vectors are equal
// return colors3_eq(A, B, C) && colors3_eq(C, D, E);
//}
float colors2_Diff(vec3 c1, vec3 c2) { // Gets the difference between 2 3-value rgb colors
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
void main() {
// Get mask values by performing texture lookup with the uniform sampler
/*
vec3 Ph1 = texture2D(rubyTexture, xyp_h1_h2_h3.xy).rgb;
vec3 Ph2 = texture2D(rubyTexture, xyp_h1_h2_h3.xz).rgb;
vec3 Ph3 = texture2D(rubyTexture, xyp_h1_h2_h3.xw).rgb;
vec3 Pg1 = texture2D(rubyTexture, xyp_g1_g2_g3.xw).rgb;
vec3 Pg2 = texture2D(rubyTexture, xyp_g1_g2_g3.yw).rgb;
vec3 Pg3 = texture2D(rubyTexture, xyp_g1_g2_g3.zw).rgb;
vec3 Pf1 = texture2D(rubyTexture, xyp_f1_f2_f3.xy).rgb;
vec3 Pf2 = texture2D(rubyTexture, xyp_f1_f2_f3.xz).rgb;
vec3 Pf3 = texture2D(rubyTexture, xyp_f1_f2_f3.xw).rgb;
vec3 Pe1 = texture2D(rubyTexture, xyp_e1_e2_e3.xw).rgb;
vec3 Pe2 = texture2D(rubyTexture, xyp_e1_e2_e3.yw).rgb;
vec3 Pe3 = texture2D(rubyTexture, xyp_e1_e2_e3.zw).rgb;
vec3 Pa = texture2D(rubyTexture, xyp_a_b_c_d.xz ).rgb;
vec3 Pb = texture2D(rubyTexture, xyp_a_b_c_d.yz ).rgb;
vec3 Pc = texture2D(rubyTexture, xyp_a_b_c_d.xw ).rgb;
vec3 Pd = texture2D(rubyTexture, xyp_a_b_c_d.yw ).rgb;
*/
vec3 P1 = texture2D(rubyTexture, xyp_1_2_3.xw ).rgb;
vec3 P2 = texture2D(rubyTexture, xyp_1_2_3.yw ).rgb;
vec3 P3 = texture2D(rubyTexture, xyp_1_2_3.zw ).rgb;
vec3 P6 = texture2D(rubyTexture, xyp_6_7_8.xw ).rgb;
vec3 P7 = texture2D(rubyTexture, xyp_6_7_8.yw ).rgb;
vec3 P8 = texture2D(rubyTexture, xyp_6_7_8.zw ).rgb;
vec3 P11 = texture2D(rubyTexture, xyp_11_12_13.xw).rgb;
vec3 P12 = texture2D(rubyTexture, xyp_11_12_13.yw).rgb;
vec3 P13 = texture2D(rubyTexture, xyp_11_12_13.zw).rgb;
vec3 P16 = texture2D(rubyTexture, xyp_16_17_18.xw).rgb;
vec3 P17 = texture2D(rubyTexture, xyp_16_17_18.yw).rgb;
vec3 P18 = texture2D(rubyTexture, xyp_16_17_18.zw).rgb;
vec3 P21 = texture2D(rubyTexture, xyp_21_22_23.xw).rgb;
vec3 P22 = texture2D(rubyTexture, xyp_21_22_23.yw).rgb;
vec3 P23 = texture2D(rubyTexture, xyp_21_22_23.zw).rgb;
vec3 P5 = texture2D(rubyTexture, xyp_5_10_15.xy ).rgb;
vec3 P10 = texture2D(rubyTexture, xyp_5_10_15.xz ).rgb;
vec3 P15 = texture2D(rubyTexture, xyp_5_10_15.xw ).rgb;
vec3 P9 = texture2D(rubyTexture, xyp_9_14_9.xy ).rgb;
vec3 P14 = texture2D(rubyTexture, xyp_9_14_9.xz ).rgb;
vec3 P19 = texture2D(rubyTexture, xyp_9_14_9.xw ).rgb;
/* Mask for algorhithm
-4x -3x -2x -x 0 x 2x 3x 4x
+----+----+----+----+----+----+----+----+----+
| | | | | | | | | -4y
+----+----+----+----+----+----+----+----+----+
| | | e1 | e2 | e3 | | | | -3y
+----+----+----+----+----+----+----+----+----+
| | a | 1 | 2 | 3 | b | | | -2y
+----+----+----+----+----+----+----+----+----+
| h1 | 5 | 6 | 7 | 8 | 9 | f1 | | -y
+----+----+----+----+----+----+----+----+----+
| h2 | 10 | 11 | 12 | 13 | 14 | f2 | | 0
+----+----+----+----+----+----+----+----+----+
| h3 | 15 | 16 | 17 | 18 | 19 | f3 | | y
+----+----+----+----+----+----+----+----+----+
| | c | 21 | 22 | 23 | d | | | 2y
+----+----+----+----+----+----+----+----+----+
| | | g1 | g2 | g3 | | | | 3y
+----+----+----+----+----+----+----+----+----+
| | | | | | | | | 4y
+----+----+----+----+----+----+----+----+----+
*/
// Store luminance values of each point in groups of 4
// so that we may operate on all four corners at once
vec4 p7 = RGBtoLum4(P7, P11, P17, P13); // 45 - tight - 7 11 17 13
vec4 p8 = RGBtoLum4(P8, P6, P16, P18); // 90 - tight - 8 6 16 18
vec4 p11 = p7.yzwx; // 45 - tight - 11 17 13 7 - duplicate
vec4 p12 = RGBtoLum4(P12, P12, P12, P12); // 0 - center
vec4 p13 = p7.wxyz; // 45 - tight - 13 7 11 17 - duplicate
vec4 p14 = RGBtoLum4(P14, P2, P10, P22); // 45 - wide - 14 2 10 22
vec4 p16 = p8.zwxy; // 90 - tight - 16 18 8 6 - duplicate
vec4 p17 = p7.zwxy; // 45 - tight - 17 13 7 11 - duplicate
vec4 p18 = p8.wxyz; // 90 - tight - 18 8 6 16 - duplicate
vec4 p19 = RGBtoLum4(P19, P3, P5, P21); // 36 - wide - 19 3 5 21
vec4 p22 = p14.wxyz; // 45 - wide - 22 14 2 10 - duplicate
vec4 p23 = RGBtoLum4(P23, P9, P1, P15); // 36 - wide - 23 9 1 15
// Scale current texel coordinate to [0..1]
vec2 fp = fract(tc * rubyTextureSize);
// Determine amount of "smoothing" or mixing that could be done on texel corners
vec4 ma45 = smoothstep(C45 - M45, C45 + M45, Ai * fp.y + B45 * fp.x);
vec4 ma30 = smoothstep(C30 - M30, C30 + M30, Ai * fp.y + B30 * fp.x);
vec4 ma60 = smoothstep(C60 - M60, C60 + M60, Ai * fp.y + B60 * fp.x);
vec4 marn = smoothstep(C45 - M45 + Mshift, C45 + M45 + Mshift, Ai * fp.y + B45 * fp.x);
// Perform edge weight calculations
vec4 e45 = lum_wd(p12, p8, p16, p18, p22, p14, p17, p13);
vec4 econt = lum_wd(p17, p11, p23, p13, p7, p19, p12, p18);
vec4 e30 = getLumDifference(p13, p16);
vec4 e60 = getLumDifference(p8, p17);
// Calculate rule results for interpolation
bvec4 r45_1 = _and_(notEqual(p12, p13), notEqual(p12, p17));
bvec4 r45_2 = _and_(not(lumClose2(p13, p7)), not(lumClose2(p13, p8)));
bvec4 r45_3 = _and_(not(lumClose2(p17, p11)), not(lumClose2(p17, p16)));
bvec4 r45_4_1 = _and_(not(lumClose2(p13, p14)), not(lumClose2(p13, p19)));
bvec4 r45_4_2 = _and_(not(lumClose2(p17, p22)), not(lumClose2(p17, p23)));
bvec4 r45_4 = _and_(lumClose2(p12, p18), _or_(r45_4_1, r45_4_2));
bvec4 r45_5 = _or_(lumClose2(p12, p16), lumClose2(p12, p8));
bvec4 r45 = _and_(r45_1, _or_(_or_(_or_(r45_2, r45_3), r45_4), r45_5));
bvec4 r30 = _and_(notEqual(p12, p16), notEqual(p11, p16));
bvec4 r60 = _and_(notEqual(p12, p8), notEqual(p7, p8));
// Combine rules with edge weights
bvec4 edr45 = _and_(lessThan(e45, econt), r45);
bvec4 edrrn = lessThanEqual(e45, econt);
bvec4 edr30 = _and_(lessThanEqual(coef * e30, e60), r30);
bvec4 edr60 = _and_(lessThanEqual(coef * e60, e30), r60);
// Finalize interpolation rules and cast to float (0.0 for false, 1.0 for true)
vec4 final45 = vec4(_and_(_and_(not(edr30), not(edr60)), edr45));
vec4 final30 = vec4(_and_(_and_(edr45, not(edr60)), edr30));
vec4 final60 = vec4(_and_(_and_(edr45, not(edr30)), edr60));
vec4 final36 = vec4(_and_(_and_(edr60, edr30), edr45));
vec4 finalrn = vec4(_and_(not(edr45), edrrn));
// Determine the color to mix with for each corner
vec4 px = step(getLumDifference(p12, p17), getLumDifference(p12, p13));
/* Mask for algorhithm
-4x -3x -2x -x 0 x 2x 3x 4x
+----+----+----+----+----+----+----+----+----+
| | | | | | | | | -4y
+----+----+----+----+----+----+----+----+----+
| | |Pe1 |Pe2 |Pe3 | | | | -3y
+----+----+----+----+----+----+----+----+----+
| | Pa | P1 | P2 | P3 | Pb | | | -2y
+----+----+----+----+----+----+----+----+----+
|Ph1 | P5 | P6 | P7 | P8 | P9 |Pf1 | | -y
+----+----+----+----+----+----+----+----+----+
|Ph2 |P10 |P11 |P12 |P13 |P14 |Pf2 | | 0
+----+----+----+----+----+----+----+----+----+
|Ph3 |P15 |P16 |P17 |P18 |P19 |Pf3 | | y
+----+----+----+----+----+----+----+----+----+
| | Pc |P21 |P22 |P23 | Pd | | | 2y
+----+----+----+----+----+----+----+----+----+
| | |Pg1 |Pg2 |Pg3 | | | | 3y
+----+----+----+----+----+----+----+----+----+
| | | | | | | | | 4y
+----+----+----+----+----+----+----+----+----+
*/
// XCom Excuclsion Rule 1 = Geoscape: cities, bases, terror sites, ufos
bool exclusionRule = !(((all(equal(P6 , ex1_Cyan1)) || all(equal(P6 , ex1_Cyan2))) && any(notEqual(P12, P6)) && (colorsEqual4(P6, P8, P16, P18))) || // Gooey base center
(all(equal(P12, ex1_Yellow)) && all(equal(P7, ex1_Red1)) && all(equal(P7, P17))) || // juicy yellow center
(all(equal(P12, ex1_Red1)) || all(equal(P12, ex1_Red2))) || // all red (cities, terror sites, ufos)
(all(equal(P17, ex1_Red1)) || all(equal(P17, ex1_Red2))) || // above red top
(all(equal(P7 , ex1_Red1)) || all(equal(P7, ex1_Red2))) || // below red bottom (
(all(equal(P13, ex1_Red1)) || all(equal(P13, ex1_Red2))) || // left of red
(all(equal(P11, ex1_Red1)) || all(equal(P11, ex1_Red2))) || // right of red
(all(equal(P12, ex1_Cyan1)) || all(equal(P12, ex1_Cyan2))) || // base
(all(equal(P11, ex_Pink1)) || all(equal(P11, ex_Pink2)) || all(equal(P13 , ex_Pink1)) || all(equal(P13, ex_Pink2))) || // terror site pink (all around)
(all(equal(P7 , ex_Pink1)) || all(equal(P7 , ex_Pink2)) || all(equal(P17 , ex_Pink1)) || all(equal(P17, ex_Pink2)))
);
// Determine the mix amounts by combining the final rule result and correspondingix amount for the rule in each corner
vec4 mac = (final36 * max(ma30, ma60) + final30 * ma30 + final60 * ma60 + final45 * ma45 + finalrn * marn) * float(exclusionRule);
/* Calculate the resulting color by traversing clockwise and counter-clockwise around the corners of the texel.
Finally choose the result that has the largest difference from the texel's original color.
*/
vec3 res1 = P12;
res1 = mix(res1, mix(P13, P17, px.x), mac.x);
res1 = mix(res1, mix(P7, P13, px.y), mac.y);
res1 = mix(res1, mix(P11, P7, px.z), mac.z);
res1 = mix(res1, mix(P17, P11, px.w), mac.w);
vec3 res2 = P12;
res2 = mix(res2, mix(P17, P11, px.w), mac.w);
res2 = mix(res2, mix(P11, P7, px.z), mac.z);
res2 = mix(res2, mix(P7, P13, px.y), mac.y);
res2 = mix(res2, mix(P13, P17, px.x), mac.x);
gl_FragColor = vec4(vec3(mix(res1, res2, step(colors2_Diff(P12, res1), colors2_Diff(P12, res2)))), 1.0);
}