From bae11e7f9feb88c40e71678570ce175623614a44 Mon Sep 17 00:00:00 2001 From: FunkyFr3sh Date: Thu, 31 Aug 2023 02:46:04 +0200 Subject: [PATCH] cleanup shader code --- inc/openglshader.h | 67 +++++++++++----------------------------------- 1 file changed, 15 insertions(+), 52 deletions(-) diff --git a/inc/openglshader.h b/inc/openglshader.h index b67ed92..84c0748 100644 --- a/inc/openglshader.h +++ b/inc/openglshader.h @@ -94,7 +94,7 @@ static char PASSTHROUGH_FRAG_SHADER[] = static char CATMULL_ROM_FRAG_SHADER[] = "#version 130\n" - "out mediump vec4 FragColor;\n" + "out vec4 FragColor;\n" "uniform int FrameDirection;\n" "uniform int FrameCount;\n" "uniform vec2 OutputSize;\n" @@ -103,15 +103,11 @@ static char CATMULL_ROM_FRAG_SHADER[] = "uniform sampler2D Texture;\n" "in vec4 TEX0;\n" "\n" - "#define Source Texture\n" - "#define vTexCoord TEX0.xy\n" - "\n" "#define SourceSize vec4(TextureSize, 1.0 / TextureSize)\n" - "#define outsize vec4(OutputSize, 1.0 / OutputSize)\n" "\n" "void main()\n" "{\n" - " vec2 samplePos = vTexCoord * SourceSize.xy;\n" + " vec2 samplePos = TEX0.xy * SourceSize.xy;\n" " vec2 texPos1 = floor(samplePos - 0.5) + 0.5;\n" "\n" " vec2 f = samplePos - texPos1;\n" @@ -140,11 +136,11 @@ static char CATMULL_ROM_FRAG_SHADER[] = "\n" " vec3 result = vec3(0.0f);\n" "\n" - " result += texture(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;\n" - " result += texture(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;\n" - " result += texture(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;\n" - " result += texture(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;\n" - " result += texture(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;\n" + " result += texture(Texture, vec2(texPos12.x, texPos0.y)).rgb * wtm;\n" + " result += texture(Texture, vec2(texPos0.x, texPos12.y)).rgb * wml;\n" + " result += texture(Texture, vec2(texPos12.x, texPos12.y)).rgb * wmm;\n" + " result += texture(Texture, vec2(texPos3.x, texPos12.y)).rgb * wmr;\n" + " result += texture(Texture, vec2(texPos12.x, texPos3.y)).rgb * wbm;\n" "\n" " FragColor = vec4(result * (1. / (wtm + wml + wmm + wmr + wbm)), 1.0);\n" "}\n"; @@ -271,7 +267,7 @@ static char LANCZOS2_FRAG_SHADER[] = static char XBR_LV2_VERT_SHADER[] = "#version 130\n" - " \n" + "\n" "#define texCoord TEX0\n" "#define t1 TEX1\n" "#define t2 TEX2\n" @@ -281,9 +277,9 @@ static char XBR_LV2_VERT_SHADER[] = "#define t6 TEX6\n" "#define t7 TEX7\n" "\n" - "in vec4 VertexCoord;\n" - "in vec4 Color;\n" - "in vec2 TexCoord;\n" + "in vec4 VertexCoord;\n" + "in vec4 Color;\n" + "in vec2 TexCoord;\n" "\n" "out vec4 color;\n" "out vec2 texCoord;\n" @@ -311,7 +307,7 @@ static char XBR_LV2_VERT_SHADER[] = " float dy = (1.0/TextureSize.y);\n" "\n" " texCoord = TexCoord;\n" - " texCoord.x *= 1.00000001;\n" + " texCoord.x *= 1.00000001;\n" " t1 = TexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1\n" " t2 = TexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C\n" " t3 = TexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F\n" @@ -346,40 +342,7 @@ static char XBR_LV2_FRAG_SHADER[] = "#define XBR_SCALE 3.0\n" "\n" "#define lv2_cf XBR_LV2_COEFFICIENT\n" - " \n" - "#define texCoord TEX0\n" - "#define t1 TEX1\n" - "#define t2 TEX2\n" - "#define t3 TEX3\n" - "#define t4 TEX4\n" - "#define t5 TEX5\n" - "#define t6 TEX6\n" - "#define t7 TEX7\n" "\n" - "\n" - "//#pragma parameter XBR_SCALE \"xBR Scale\" 3.0 1.0 5.0 1.0\n" - "#pragma parameter XBR_Y_WEIGHT \"Y Weight\" 48.0 0.0 100.0 1.0\n" - "#pragma parameter XBR_EQ_THRESHOLD \"Eq Threshold\" 15.0 0.0 50.0 1.0\n" - "#pragma parameter XBR_LV1_COEFFICIENT \"Lv1 Coefficient\" 0.5 0.0 30.0 0.5\n" - "#pragma parameter XBR_LV2_COEFFICIENT \"Lv2 Coefficient\" 2.0 1.0 3.0 0.1\n" - "#pragma parameter small_details \"Preserve Small Details\" 0.0 0.0 1.0 1.0\n" - "\n" - "#define mul(a,b) (b*a)\n" - "\n" - "// Uncomment just one of the three params below to choose the corner detection\n" - "//#define CORNER_A\n" - "//#define CORNER_B\n" - "#define CORNER_C\n" - "//#define CORNER_D\n" - "\n" - "#ifndef CORNER_A\n" - " #define SMOOTH_TIPS\n" - "#endif\n" - "\n" - "#define XBR_SCALE 3.0\n" - "\n" - "#define lv2_cf XBR_LV2_COEFFICIENT\n" - " \n" "#define texCoord TEX0\n" "#define t1 TEX1\n" "#define t2 TEX2\n" @@ -520,11 +483,11 @@ static char XBR_LV2_FRAG_SHADER[] = " vec4 g = c.zwxy;\n" " vec4 h = b.zwxy;\n" " vec4 i = c.wxyz;\n" - " \n" + "\n" " vec4 i4, i5, h5, f4;\n" - " \n" + "\n" " float y_weight = XBR_Y_WEIGHT;\n" - " \n" + "\n" " if (small_details < 0.5)\n" " {\n" " i4 = vec4(dot(I4,rgbw), dot(C1,rgbw), dot(A0,rgbw), dot(G5,rgbw));\n"