#version 130

/*
   Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader
   
   Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com

   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software and associated documentation files (the "Software"), to deal
   in the Software without restriction, including without limitation the rights
   to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   copies of the Software, and to permit persons to whom the Software is
   furnished to do so, subject to the following conditions:

   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   THE SOFTWARE.

*/

      /*
         This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5,
         where r1 and r2 are the first two zeros of jinc function.
         For a jinc 2-lobe best approximation, use A=0.5 and B=0.825.
      */  

// A=0.5, B=0.825 is the best jinc approximation for x<2.5. if B=1.0, it's a lanczos filter.
// Increase A to get more blur. Decrease it to get a sharper picture. 
// B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns.

// Parameter lines go here:
#pragma parameter JINC2_WINDOW_SINC "Window Sinc Param" 0.42 0.0 1.0 0.01
#pragma parameter JINC2_SINC "Sinc Param" 0.92 0.0 1.0 0.01
#pragma parameter JINC2_AR_STRENGTH "Anti-ringing Strength" 0.8 0.0 1.0 0.1

#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(a,b,c) mix(a,b,c)
#define mul(a,b) (b*a)
#define fmod(c) mod(c)
#define frac(c) fract(c)
#define tex2D(a,b) COMPAT_TEXTURE(a,b)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float3x3 mat3x3
#define float4x4 mat4x4
#define float4x3 mat4x3

#define halfpi  1.5707963267948966192313216916398
#define pi    3.1415926535897932384626433832795
#define wa    (JINC2_WINDOW_SINC*pi)
#define wb    (JINC2_SINC*pi)

#if defined(VERTEX)

#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying 
#define COMPAT_ATTRIBUTE attribute 
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;

vec4 _oPosition1; 
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;

// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

void main()
{
    gl_Position = MVPMatrix * VertexCoord;
    TEX0.xy = TexCoord.xy * 1.0001;
}

#elif defined(FRAGMENT)

#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif

uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;

// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy

#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float JINC2_WINDOW_SINC;
uniform COMPAT_PRECISION float JINC2_SINC;
uniform COMPAT_PRECISION float JINC2_AR_STRENGTH;
#else
#define JINC2_WINDOW_SINC 0.42
#define JINC2_SINC 0.92
#define JINC2_AR_STRENGTH 0.8
#endif

const float3 Y = float3(0.299, 0.587, 0.114);

float df(float A, float B)
{
	return abs(A-B);
}

// Calculates the distance between two points
float d(float2 pt1, float2 pt2)
{
  float2 v = pt2 - pt1;
  return sqrt(dot(v,v));
}

float3 min4(float3 a, float3 b, float3 c, float3 d)
{
    return min(a, min(b, min(c, d)));
}

float3 max4(float3 a, float3 b, float3 c, float3 d)
{
    return max(a, max(b, max(c, d)));
}

 float4 resampler(float4 x)
{
    float4 res;

    res = (x==float4(0.0, 0.0, 0.0, 0.0)) ?  float4(wa*wb)  :  sin(x*wa)*sin(x*wb)/(x*x);

    return res;
}

void main()
{
      float3 color;
      float4x4 weights;

      float2 dx = float2(1.0, 0.0);
      float2 dy = float2(0.0, 1.0);

      float2 pc = vTexCoord*SourceSize.xy;

      float2 tc = (floor(pc-float2(0.4999,0.4999))+float2(0.4999,0.4999));
     
      weights[0] = resampler(float4(d(pc, tc    -dx    -dy), d(pc, tc           -dy), d(pc, tc    +dx    -dy), d(pc, tc+2.0*dx    -dy)));
      weights[1] = resampler(float4(d(pc, tc    -dx       ), d(pc, tc              ), d(pc, tc    +dx       ), d(pc, tc+2.0*dx       )));
      weights[2] = resampler(float4(d(pc, tc    -dx    +dy), d(pc, tc           +dy), d(pc, tc    +dx    +dy), d(pc, tc+2.0*dx    +dy)));
      weights[3] = resampler(float4(d(pc, tc    -dx+2.0*dy), d(pc, tc       +2.0*dy), d(pc, tc    +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));

      //weights[0][0] = weights[0][3] = weights[3][0] = weights[3][3] = 0.0;

      dx = dx * SourceSize.zw;
      dy = dy * SourceSize.zw;
      tc = tc * SourceSize.zw;
     
     // reading the texels
     
      float3 c00 = tex2D(Source, tc    -dx    -dy).xyz;
      float3 c10 = tex2D(Source, tc           -dy).xyz;
      float3 c20 = tex2D(Source, tc    +dx    -dy).xyz;
      float3 c30 = tex2D(Source, tc+2.0*dx    -dy).xyz;
      float3 c01 = tex2D(Source, tc    -dx       ).xyz;
      float3 c11 = tex2D(Source, tc              ).xyz;
      float3 c21 = tex2D(Source, tc    +dx       ).xyz;
      float3 c31 = tex2D(Source, tc+2.0*dx       ).xyz;
      float3 c02 = tex2D(Source, tc    -dx    +dy).xyz;
      float3 c12 = tex2D(Source, tc           +dy).xyz;
      float3 c22 = tex2D(Source, tc    +dx    +dy).xyz;
      float3 c32 = tex2D(Source, tc+2.0*dx    +dy).xyz;
      float3 c03 = tex2D(Source, tc    -dx+2.0*dy).xyz;
      float3 c13 = tex2D(Source, tc       +2.0*dy).xyz;
      float3 c23 = tex2D(Source, tc    +dx+2.0*dy).xyz;
      float3 c33 = tex2D(Source, tc+2.0*dx+2.0*dy).xyz;



      color = mul(weights[0], float4x3(c00, c10, c20, c30));
      color+= mul(weights[1], float4x3(c01, c11, c21, c31));
      color+= mul(weights[2], float4x3(c02, c12, c22, c32));
      color+= mul(weights[3], float4x3(c03, c13, c23, c33));
      color = color/(dot(mul(weights, float4(1.0)), float4(1.0)));



      // Anti-ringing
      //  Get min/max samples

      float3 min_sample = min4(c11, c21, c12, c22);
      float3 max_sample = max4(c11, c21, c12, c22);

      float3 aux = color;
      color = clamp(color, min_sample, max_sample);

      color = mix(aux, color, JINC2_AR_STRENGTH);
 
      // final sum and weight normalization
   FragColor = vec4(color, 1.0);
} 
#endif
