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Diffstat (limited to 'src/osd/modules/render/bgfx/shaders/chains/xbr/xbr-lv2-multipass/fs_xbr-lv2-pass1.sc')
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/xbr/xbr-lv2-multipass/fs_xbr-lv2-pass1.sc48
1 files changed, 8 insertions, 40 deletions
diff --git a/src/osd/modules/render/bgfx/shaders/chains/xbr/xbr-lv2-multipass/fs_xbr-lv2-pass1.sc b/src/osd/modules/render/bgfx/shaders/chains/xbr/xbr-lv2-multipass/fs_xbr-lv2-pass1.sc
index b34ad4fe005..6316e485725 100644
--- a/src/osd/modules/render/bgfx/shaders/chains/xbr/xbr-lv2-multipass/fs_xbr-lv2-pass1.sc
+++ b/src/osd/modules/render/bgfx/shaders/chains/xbr/xbr-lv2-multipass/fs_xbr-lv2-pass1.sc
@@ -41,47 +41,11 @@ uniform vec4 u_target_dims;
#define round(X) floor((X)+0.5)
-const float coef = 2.0;
-const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
-const float y_weight = 48.0;
-const float u_weight = 7.0;
-const float v_weight = 6.0;
-const mat4 yuv = mat4(
- 0.299, 0.587, 0.114, 0.0,
- -0.169, -0.331, 0.499, 0.0,
- 0.499, -0.418, -0.0813, 0.0,
- 0.0, 0.0, 0.0, 0.0
-);
-
-const mat4 yuv_weighted = mat4(
- 48.0 * vec4( 0.299, 0.587, 0.114, 0.0),
- 7.0 * vec4(-0.169, -0.331, 0.499, 0.0),
- 6.0 * vec4( 0.499, -0.418, -0.0813, 0.0),
- 0.0 * vec4( 0.0, 0.0, 0.0, 0.0)
-);
-
vec4 df(vec4 A, vec4 B)
{
return vec4(abs(A-B));
}
-float c_df(vec3 c1, vec3 c2)
-{
- vec3 df = abs(c1 - c2);
- return df.r + df.g + df.b;
-}
-
-vec4 le(vec4 A, vec4 B)
-{
- return vec4(lessThanEqual(A, B));
-}
-
-vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
-{
- return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
-}
-
-
vec3 remapFrom01(vec3 v, vec3 low, vec3 high)
{
return round(mix(low, high, v));
@@ -107,6 +71,10 @@ vec4 unpack_info(float i)
void main()
{
+ float coef = 2.0;
+
+ vec4 yuv_weighted = 48.0 * vec4(0.299, 0.587, 0.114, 0.0);
+
vec2 fp = fract(v_texcoord0 * u_tex_size0.xy);
vec4 B = texture2D(ORIG_texture, v_texcoord1.xy);
@@ -115,8 +83,8 @@ void main()
vec4 F = texture2D(ORIG_texture, v_texcoord2.zw);
vec4 H = texture2D(ORIG_texture, v_texcoord1.xw);
- vec4 b = mul(mat4(B, D, H, F), yuv_weighted[0]);
- vec4 e = mul(mat4(E, E, E, E), yuv_weighted[0]);
+ vec4 b = instMul(yuv_weighted, mat4(B, D, H, F));
+ vec4 e = instMul(yuv_weighted, mat4(E, E, E, E));
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 h = b.zwxy;
@@ -154,12 +122,12 @@ void main()
fx30 = edr_left * fx30;
fx60 = edr_up * fx60;
- vec4 px = le(df(e,f), df(e,h));
+ vec4 px = vec4(lessThanEqual(df(e,f), df(e,h)));
vec4 maximo = max(max(fx30, fx60), fx45);
mat4 pix = mat4(mix(E, mix(H, F, px.x), maximo.x), mix(E, mix(F, B, px.y), maximo.y), mix(E, mix(B, D, px.z), maximo.z), mix(E, mix(D, H, px.w), maximo.w));
- vec4 pixel = mul(pix, yuv_weighted[0]);
+ vec4 pixel = instMul(yuv_weighted, pix);
vec4 diff = df(pixel,e);