/* ############################################################################################ GS4X shader - Copyright (C) 2005 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 normal4x (forced mode for hi-res) #include "shader.code" float scaling : SCALING = 1.1; string preprocessTechique : PREPROCESSTECHNIQUE = "GS4x"; string combineTechique : COMBINETECHNIQUE = "linear"; VERTEX_STUFF2 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0) { VERTEX_STUFF2 OUT = (VERTEX_STUFF2)0; float dx = ps.x*2.0; float dy = ps.y*2.0; float sx = ps.x; float sy = ps.y; OUT.coord = mul(float4(p,1),WorldViewProjection); OUT.CT = tc; OUT.UL = tc + float2(-dx,-dy); OUT.UR = tc + float2( dx,-dy); OUT.DL = tc + float2(-dx, dy); OUT.DR = tc + float2( dx, dy); OUT.iUL = tc + float2(-sx,-sy); OUT.iUR = tc + float2( sx,-sy); OUT.iDD = float4(tc,tc) + float4(-sx, sy, sx, sy); return OUT; } float4 PASS1_FRAGMENT ( in VERTEX_STUFF2 VAR ) : COLOR { half3 c = tex2D(s_p, VAR.CT).xyz; half3 o1 = tex2D(s_p, VAR.UL).xyz; half3 o2 = tex2D(s_p, VAR.UR).xyz; half3 o3 = tex2D(s_p, VAR.DR).xyz; half3 o4 = tex2D(s_p, VAR.DL).xyz; half3 i1 = tex2D(s_p, VAR.iUL).xyz; half3 i2 = tex2D(s_p, VAR.iUR).xyz; half3 i3 = tex2D(s_p, VAR.iDD.zw).xyz; half3 i4 = tex2D(s_p, VAR.iDD.xy).xyz; half ko1=dot(abs(o1-c),dt); half ko2=dot(abs(o2-c),dt); half ko3=dot(abs(o3-c),dt); half ko4=dot(abs(o4-c),dt); half sd1 = min(dot(abs(i1-i3),dt),0.6*(ko1+ko3)); half sd2 = min(dot(abs(i2-i4),dt),0.6*(ko2+ko4)); float4 w = float4(sd2,sd1,sd2,sd1); if (ko3