/* ############################################################################################ AdvancedAA shader - Copyright (C) 2006 guest(r) - guest.r@gmail.com ############################################################################################ This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. ############################################################################################*/ // NOTES: Set scaler to any other 2x scaler (forced mode for hi-res) #include "shader.code" float scaling : SCALING = 1.1; string combineTechique : COMBINETECHNIQUE = "AdvancedAA"; VERTEX_STUFF0 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0) { VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0; float dx = ps.x*0.5; float dy = ps.y*0.5; OUT.coord = mul(float4(p,1),WorldViewProjection); OUT.CT = tc; OUT.t1.xy = tc + float2(-dx, 0); OUT.t2.xy = tc + float2( dx, 0); OUT.t3.xy = tc + float2( 0,-dy); OUT.t4.xy = tc + float2( 0, dy); OUT.t1.zw = tc + float2(-dx,-dy); OUT.t2.zw = tc + float2(-dx, dy); OUT.t3.zw = tc + float2( dx,-dy); OUT.t4.zw = tc + float2( dx, dy); return OUT; } float4 PASS1_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR { half3 c00 = tex2D(s_l, VAR.t1.zw).xyz; half3 c10 = tex2D(s_l, VAR.t3.xy).xyz; half3 c20 = tex2D(s_l, VAR.t3.zw).xyz; half3 c01 = tex2D(s_l, VAR.t1.xy).xyz; half3 c11 = tex2D(s_l, VAR.CT).xyz; half3 c21 = tex2D(s_l, VAR.t2.xy).xyz; half3 c02 = tex2D(s_l, VAR.t2.zw).xyz; half3 c12 = tex2D(s_l, VAR.t4.xy).xyz; half3 c22 = tex2D(s_l, VAR.t4.zw).xyz; float d1=dot(abs(c00-c22),dt)+0.0001; float d2=dot(abs(c20-c02),dt)+0.0001; float hl=dot(abs(c01-c21),dt)+0.0001; float vl=dot(abs(c10-c12),dt)+0.0001; float k1=0.5*(hl+vl); float k2=0.5*(d1+d2); float3 t1=(hl*(c10+c12)+vl*(c01+c21)+k1*c11)/(2.5*(hl+vl)); float3 t2=(d1*(c20+c02)+d2*(c00+c22)+k2*c11)/(2.5*(d1+d2)); k1=dot(abs(t1-c11),dt)+0.0001; k2=dot(abs(t2-c11),dt)+0.0001; return float4((k1*t2+k2*t1)/(k1+k2),1); } technique AdvancedAA { pass P0 { VertexShader = compile vs_2_0 PASS1_VERTEX(); PixelShader = compile ps_2_0 PASS1_FRAGMENT(); } }