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https://github.com/redphx/better-xcloud.git
synced 2025-06-06 15:47:18 +02:00
Test WebGL2 shader
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parent
71dcaf4b07
commit
0164423e45
6
dist/better-xcloud.lite.user.js
vendored
6
dist/better-xcloud.lite.user.js
vendored
@ -5047,8 +5047,8 @@ function patchSdpBitrate(sdp, video, audio) {
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}
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return lines.join("\r\n");
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}
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var clarity_boost_default = "attribute vec4 position;\n\nvoid main() {\ngl_Position = position;\n}\n";
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var clarity_boost_default2 = "precision mediump float;\nuniform sampler2D data;\nuniform vec2 iResolution;\n\nconst int FILTER_UNSHARP_MASKING = 1;\n\nconst float CAS_CONTRAST_PEAK = 0.8 * -3.0 + 8.0;\n\nconst vec3 LUMINOSITY_FACTOR = vec3(0.2126, 0.7152, 0.0722);\n\nuniform int filterId;\nuniform float sharpenFactor;\nuniform float brightness;\nuniform float contrast;\nuniform float saturation;\n\nvec3 clarityBoost(sampler2D tex, vec2 coord, vec3 e) {\nvec2 texelSize = 1.0 / iResolution.xy;\n\nvec3 a = texture2D(tex, coord + texelSize * vec2(-1, 1)).rgb;\nvec3 b = texture2D(tex, coord + texelSize * vec2(0, 1)).rgb;\nvec3 c = texture2D(tex, coord + texelSize * vec2(1, 1)).rgb;\n\nvec3 d = texture2D(tex, coord + texelSize * vec2(-1, 0)).rgb;\nvec3 f = texture2D(tex, coord + texelSize * vec2(1, 0)).rgb;\n\nvec3 g = texture2D(tex, coord + texelSize * vec2(-1, -1)).rgb;\nvec3 h = texture2D(tex, coord + texelSize * vec2(0, -1)).rgb;\nvec3 i = texture2D(tex, coord + texelSize * vec2(1, -1)).rgb;\n\nif (filterId == FILTER_UNSHARP_MASKING) {\nvec3 gaussianBlur = (a + c + g + i) * 1.0 + (b + d + f + h) * 2.0 + e * 4.0;\ngaussianBlur /= 16.0;\n\nreturn e + (e - gaussianBlur) * sharpenFactor / 3.0;\n}\n\nvec3 minRgb = min(min(min(d, e), min(f, b)), h);\nminRgb += min(min(a, c), min(g, i));\n\nvec3 maxRgb = max(max(max(d, e), max(f, b)), h);\nmaxRgb += max(max(a, c), max(g, i));\n\nvec3 reciprocalMaxRgb = 1.0 / maxRgb;\nvec3 amplifyRgb = clamp(min(minRgb, 2.0 - maxRgb) * reciprocalMaxRgb, 0.0, 1.0);\n\namplifyRgb = inversesqrt(amplifyRgb);\n\nvec3 weightRgb = -(1.0 / (amplifyRgb * CAS_CONTRAST_PEAK));\nvec3 reciprocalWeightRgb = 1.0 / (4.0 * weightRgb + 1.0);\n\nvec3 window = b + d + f + h;\nvec3 outColor = clamp((window * weightRgb + e) * reciprocalWeightRgb, 0.0, 1.0);\n\nreturn mix(e, outColor, sharpenFactor / 2.0);\n}\n\nvoid main() {\nvec2 uv = gl_FragCoord.xy / iResolution.xy;\nvec3 color = texture2D(data, uv).rgb;\n\ncolor = sharpenFactor > 0.0 ? clarityBoost(data, uv, color) : color;\n\ncolor = saturation != 1.0 ? mix(vec3(dot(color, LUMINOSITY_FACTOR)), color, saturation) : color;\n\ncolor = contrast * (color - 0.5) + 0.5;\n\ncolor = brightness * color;\n\ngl_FragColor = vec4(color, 1.0);\n}\n";
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var clarity_boost_default = "#version 300 es\n\nin vec4 position;\n\nvoid main() {\ngl_Position = position;\n}\n";
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var clarity_boost_default2 = "#version 300 es\n\nprecision mediump float;\nuniform sampler2D data;\nuniform vec2 iResolution;\n\nconst int FILTER_UNSHARP_MASKING = 1;\n\nconst float CAS_CONTRAST_PEAK = 0.8 * -3.0 + 8.0;\n\nconst vec3 LUMINOSITY_FACTOR = vec3(0.2126, 0.7152, 0.0722);\n\nuniform int filterId;\nuniform float sharpenFactor;\nuniform float brightness;\nuniform float contrast;\nuniform float saturation;\n\nout vec4 fragColor;\n\nvec3 clarityBoost(sampler2D tex, vec2 coord, vec3 e) {\nvec2 texelSize = 1.0 / iResolution.xy;\n\nvec3 a = texture(tex, coord + texelSize * vec2(-1, 1)).rgb;\nvec3 b = texture(tex, coord + texelSize * vec2(0, 1)).rgb;\nvec3 c = texture(tex, coord + texelSize * vec2(1, 1)).rgb;\n\nvec3 d = texture(tex, coord + texelSize * vec2(-1, 0)).rgb;\nvec3 f = texture(tex, coord + texelSize * vec2(1, 0)).rgb;\n\nvec3 g = texture(tex, coord + texelSize * vec2(-1, -1)).rgb;\nvec3 h = texture(tex, coord + texelSize * vec2(0, -1)).rgb;\nvec3 i = texture(tex, coord + texelSize * vec2(1, -1)).rgb;\n\nif (filterId == FILTER_UNSHARP_MASKING) {\nvec3 gaussianBlur = (a + c + g + i) * 1.0 + (b + d + f + h) * 2.0 + e * 4.0;\ngaussianBlur /= 16.0;\n\nreturn e + (e - gaussianBlur) * sharpenFactor / 3.0;\n}\n\nvec3 minRgb = min(min(min(d, e), min(f, b)), h);\nminRgb += min(min(a, c), min(g, i));\n\nvec3 maxRgb = max(max(max(d, e), max(f, b)), h);\nmaxRgb += max(max(a, c), max(g, i));\n\nvec3 reciprocalMaxRgb = 1.0 / maxRgb;\nvec3 amplifyRgb = clamp(min(minRgb, 2.0 - maxRgb) * reciprocalMaxRgb, 0.0, 1.0);\n\namplifyRgb = inversesqrt(amplifyRgb);\n\nvec3 weightRgb = -(1.0 / (amplifyRgb * CAS_CONTRAST_PEAK));\nvec3 reciprocalWeightRgb = 1.0 / (4.0 * weightRgb + 1.0);\n\nvec3 window = b + d + f + h;\nvec3 outColor = clamp((window * weightRgb + e) * reciprocalWeightRgb, 0.0, 1.0);\n\nreturn mix(e, outColor, sharpenFactor / 2.0);\n}\n\nvoid main() {\nvec2 uv = gl_FragCoord.xy / iResolution.xy;\nvec3 color = texture(data, uv).rgb;\n\ncolor = sharpenFactor > 0.0 ? clarityBoost(data, uv, color) : color;\n\ncolor = saturation != 1.0 ? mix(vec3(dot(color, LUMINOSITY_FACTOR)), color, saturation) : color;\n\ncolor = contrast * (color - 0.5) + 0.5;\n\ncolor = brightness * color;\n\nfragColor = vec4(color, 1.0);\n}\n";
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var LOG_TAG3 = "WebGL2Player";
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class WebGL2Player {
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$video;
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@ -5111,7 +5111,7 @@ class WebGL2Player {
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}
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setupShaders() {
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BxLogger.info(LOG_TAG3, "Setting up", getPref("video_power_preference"));
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const gl = this.$canvas.getContext("webgl", {
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const gl = this.$canvas.getContext("webgl2", {
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isBx: !0,
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antialias: !0,
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alpha: !1,
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6
dist/better-xcloud.user.js
vendored
6
dist/better-xcloud.user.js
vendored
@ -6956,8 +6956,8 @@ function patchSdpBitrate(sdp, video, audio) {
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}
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return lines.join("\r\n");
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}
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var clarity_boost_default = "attribute vec4 position;\n\nvoid main() {\ngl_Position = position;\n}\n";
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var clarity_boost_default2 = "precision mediump float;\nuniform sampler2D data;\nuniform vec2 iResolution;\n\nconst int FILTER_UNSHARP_MASKING = 1;\n\nconst float CAS_CONTRAST_PEAK = 0.8 * -3.0 + 8.0;\n\nconst vec3 LUMINOSITY_FACTOR = vec3(0.2126, 0.7152, 0.0722);\n\nuniform int filterId;\nuniform float sharpenFactor;\nuniform float brightness;\nuniform float contrast;\nuniform float saturation;\n\nvec3 clarityBoost(sampler2D tex, vec2 coord, vec3 e) {\nvec2 texelSize = 1.0 / iResolution.xy;\n\nvec3 a = texture2D(tex, coord + texelSize * vec2(-1, 1)).rgb;\nvec3 b = texture2D(tex, coord + texelSize * vec2(0, 1)).rgb;\nvec3 c = texture2D(tex, coord + texelSize * vec2(1, 1)).rgb;\n\nvec3 d = texture2D(tex, coord + texelSize * vec2(-1, 0)).rgb;\nvec3 f = texture2D(tex, coord + texelSize * vec2(1, 0)).rgb;\n\nvec3 g = texture2D(tex, coord + texelSize * vec2(-1, -1)).rgb;\nvec3 h = texture2D(tex, coord + texelSize * vec2(0, -1)).rgb;\nvec3 i = texture2D(tex, coord + texelSize * vec2(1, -1)).rgb;\n\nif (filterId == FILTER_UNSHARP_MASKING) {\nvec3 gaussianBlur = (a + c + g + i) * 1.0 + (b + d + f + h) * 2.0 + e * 4.0;\ngaussianBlur /= 16.0;\n\nreturn e + (e - gaussianBlur) * sharpenFactor / 3.0;\n}\n\nvec3 minRgb = min(min(min(d, e), min(f, b)), h);\nminRgb += min(min(a, c), min(g, i));\n\nvec3 maxRgb = max(max(max(d, e), max(f, b)), h);\nmaxRgb += max(max(a, c), max(g, i));\n\nvec3 reciprocalMaxRgb = 1.0 / maxRgb;\nvec3 amplifyRgb = clamp(min(minRgb, 2.0 - maxRgb) * reciprocalMaxRgb, 0.0, 1.0);\n\namplifyRgb = inversesqrt(amplifyRgb);\n\nvec3 weightRgb = -(1.0 / (amplifyRgb * CAS_CONTRAST_PEAK));\nvec3 reciprocalWeightRgb = 1.0 / (4.0 * weightRgb + 1.0);\n\nvec3 window = b + d + f + h;\nvec3 outColor = clamp((window * weightRgb + e) * reciprocalWeightRgb, 0.0, 1.0);\n\nreturn mix(e, outColor, sharpenFactor / 2.0);\n}\n\nvoid main() {\nvec2 uv = gl_FragCoord.xy / iResolution.xy;\nvec3 color = texture2D(data, uv).rgb;\n\ncolor = sharpenFactor > 0.0 ? clarityBoost(data, uv, color) : color;\n\ncolor = saturation != 1.0 ? mix(vec3(dot(color, LUMINOSITY_FACTOR)), color, saturation) : color;\n\ncolor = contrast * (color - 0.5) + 0.5;\n\ncolor = brightness * color;\n\ngl_FragColor = vec4(color, 1.0);\n}\n";
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var clarity_boost_default = "#version 300 es\n\nin vec4 position;\n\nvoid main() {\ngl_Position = position;\n}\n";
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var clarity_boost_default2 = "#version 300 es\n\nprecision mediump float;\nuniform sampler2D data;\nuniform vec2 iResolution;\n\nconst int FILTER_UNSHARP_MASKING = 1;\n\nconst float CAS_CONTRAST_PEAK = 0.8 * -3.0 + 8.0;\n\nconst vec3 LUMINOSITY_FACTOR = vec3(0.2126, 0.7152, 0.0722);\n\nuniform int filterId;\nuniform float sharpenFactor;\nuniform float brightness;\nuniform float contrast;\nuniform float saturation;\n\nout vec4 fragColor;\n\nvec3 clarityBoost(sampler2D tex, vec2 coord, vec3 e) {\nvec2 texelSize = 1.0 / iResolution.xy;\n\nvec3 a = texture(tex, coord + texelSize * vec2(-1, 1)).rgb;\nvec3 b = texture(tex, coord + texelSize * vec2(0, 1)).rgb;\nvec3 c = texture(tex, coord + texelSize * vec2(1, 1)).rgb;\n\nvec3 d = texture(tex, coord + texelSize * vec2(-1, 0)).rgb;\nvec3 f = texture(tex, coord + texelSize * vec2(1, 0)).rgb;\n\nvec3 g = texture(tex, coord + texelSize * vec2(-1, -1)).rgb;\nvec3 h = texture(tex, coord + texelSize * vec2(0, -1)).rgb;\nvec3 i = texture(tex, coord + texelSize * vec2(1, -1)).rgb;\n\nif (filterId == FILTER_UNSHARP_MASKING) {\nvec3 gaussianBlur = (a + c + g + i) * 1.0 + (b + d + f + h) * 2.0 + e * 4.0;\ngaussianBlur /= 16.0;\n\nreturn e + (e - gaussianBlur) * sharpenFactor / 3.0;\n}\n\nvec3 minRgb = min(min(min(d, e), min(f, b)), h);\nminRgb += min(min(a, c), min(g, i));\n\nvec3 maxRgb = max(max(max(d, e), max(f, b)), h);\nmaxRgb += max(max(a, c), max(g, i));\n\nvec3 reciprocalMaxRgb = 1.0 / maxRgb;\nvec3 amplifyRgb = clamp(min(minRgb, 2.0 - maxRgb) * reciprocalMaxRgb, 0.0, 1.0);\n\namplifyRgb = inversesqrt(amplifyRgb);\n\nvec3 weightRgb = -(1.0 / (amplifyRgb * CAS_CONTRAST_PEAK));\nvec3 reciprocalWeightRgb = 1.0 / (4.0 * weightRgb + 1.0);\n\nvec3 window = b + d + f + h;\nvec3 outColor = clamp((window * weightRgb + e) * reciprocalWeightRgb, 0.0, 1.0);\n\nreturn mix(e, outColor, sharpenFactor / 2.0);\n}\n\nvoid main() {\nvec2 uv = gl_FragCoord.xy / iResolution.xy;\nvec3 color = texture(data, uv).rgb;\n\ncolor = sharpenFactor > 0.0 ? clarityBoost(data, uv, color) : color;\n\ncolor = saturation != 1.0 ? mix(vec3(dot(color, LUMINOSITY_FACTOR)), color, saturation) : color;\n\ncolor = contrast * (color - 0.5) + 0.5;\n\ncolor = brightness * color;\n\nfragColor = vec4(color, 1.0);\n}\n";
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var LOG_TAG7 = "WebGL2Player";
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class WebGL2Player {
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$video;
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@ -7020,7 +7020,7 @@ class WebGL2Player {
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}
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setupShaders() {
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BxLogger.info(LOG_TAG7, "Setting up", getPref("video_power_preference"));
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const gl = this.$canvas.getContext("webgl", {
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const gl = this.$canvas.getContext("webgl2", {
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isBx: !0,
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antialias: !0,
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alpha: !1,
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@ -1,3 +1,5 @@
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#version 300 es
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precision mediump float;
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uniform sampler2D data;
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uniform vec2 iResolution;
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@ -17,6 +19,8 @@ uniform float brightness;
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uniform float contrast;
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uniform float saturation;
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out vec4 fragColor;
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vec3 clarityBoost(sampler2D tex, vec2 coord, vec3 e) {
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vec2 texelSize = 1.0 / iResolution.xy;
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@ -24,16 +28,16 @@ vec3 clarityBoost(sampler2D tex, vec2 coord, vec3 e) {
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// a b c
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// d e f
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// g h i
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vec3 a = texture2D(tex, coord + texelSize * vec2(-1, 1)).rgb;
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vec3 b = texture2D(tex, coord + texelSize * vec2(0, 1)).rgb;
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vec3 c = texture2D(tex, coord + texelSize * vec2(1, 1)).rgb;
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vec3 a = texture(tex, coord + texelSize * vec2(-1, 1)).rgb;
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vec3 b = texture(tex, coord + texelSize * vec2(0, 1)).rgb;
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vec3 c = texture(tex, coord + texelSize * vec2(1, 1)).rgb;
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vec3 d = texture2D(tex, coord + texelSize * vec2(-1, 0)).rgb;
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vec3 f = texture2D(tex, coord + texelSize * vec2(1, 0)).rgb;
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vec3 d = texture(tex, coord + texelSize * vec2(-1, 0)).rgb;
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vec3 f = texture(tex, coord + texelSize * vec2(1, 0)).rgb;
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vec3 g = texture2D(tex, coord + texelSize * vec2(-1, -1)).rgb;
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vec3 h = texture2D(tex, coord + texelSize * vec2(0, -1)).rgb;
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vec3 i = texture2D(tex, coord + texelSize * vec2(1, -1)).rgb;
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vec3 g = texture(tex, coord + texelSize * vec2(-1, -1)).rgb;
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vec3 h = texture(tex, coord + texelSize * vec2(0, -1)).rgb;
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vec3 i = texture(tex, coord + texelSize * vec2(1, -1)).rgb;
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// USM
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if (filterId == FILTER_UNSHARP_MASKING) {
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@ -78,7 +82,7 @@ vec3 clarityBoost(sampler2D tex, vec2 coord, vec3 e) {
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void main() {
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vec2 uv = gl_FragCoord.xy / iResolution.xy;
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// Get current pixel
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vec3 color = texture2D(data, uv).rgb;
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vec3 color = texture(data, uv).rgb;
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// Clarity boost
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color = sharpenFactor > 0.0 ? clarityBoost(data, uv, color) : color;
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@ -92,5 +96,5 @@ void main() {
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// Brightness
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color = brightness * color;
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gl_FragColor = vec4(color, 1.0);
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fragColor = vec4(color, 1.0);
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}
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@ -1,4 +1,6 @@
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attribute vec4 position;
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#version 300 es
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in vec4 position;
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void main() {
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gl_Position = position;
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@ -124,7 +124,7 @@ export class WebGL2Player {
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private setupShaders() {
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BxLogger.info(LOG_TAG, 'Setting up', getPref(PrefKey.VIDEO_POWER_PREFERENCE));
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const gl = this.$canvas.getContext('webgl', {
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const gl = this.$canvas.getContext('webgl2', {
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isBx: true,
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antialias: true,
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alpha: false,
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