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-rw-r--r--video/out/gl_video_shaders.glsl16
1 files changed, 12 insertions, 4 deletions
diff --git a/video/out/gl_video_shaders.glsl b/video/out/gl_video_shaders.glsl
index 74a2b5c3e6..87fb4d04b0 100644
--- a/video/out/gl_video_shaders.glsl
+++ b/video/out/gl_video_shaders.glsl
@@ -269,18 +269,26 @@ float[6] weights6(sampler2D lookup, float f) {
}
// The DIR parameter is (0, 1) or (1, 0), and we expect the shader compiler to
-// remove all the redundant multiplications and additions.
-#define SAMPLE_CONVOLUTION_SEP_N(NAME, DIR, N, LUT, WEIGHTS_FUNC) \
+// remove all the redundant multiplications and additions, and also to unroll
+// the loop and remove the conditional completely
+#define SAMPLE_CONVOLUTION_SEP_N(NAME, DIR, N, LUT, WEIGHTS_FUNC, ANTIRING) \
vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
vec2 pt = (vec2(1.0) / texsize) * DIR; \
float fcoord = dot(fract(texcoord * texsize - vec2(0.5)), DIR); \
vec2 base = texcoord - fcoord * pt - pt * vec2(N / 2 - 1); \
float weights[N] = WEIGHTS_FUNC(LUT, fcoord); \
vec4 res = vec4(0); \
+ vec4 hi = vec4(0); \
+ vec4 lo = vec4(1); \
for (int n = 0; n < N; n++) { \
- res += vec4(weights[n]) * texture(tex, base + pt * vec2(n)); \
+ vec4 c = texture(tex, base + pt * vec2(n)); \
+ res += vec4(weights[n]) * c; \
+ if (n == N/2-1 || n == N/2) { \
+ lo = min(lo, c); \
+ hi = max(hi, c); \
+ } \
} \
- return res; \
+ return mix(res, clamp(res, lo, hi), ANTIRING); \
}
#define SAMPLE_CONVOLUTION_N(NAME, N, LUT, WEIGHTS_FUNC) \