/* ############################################################################################ 4xSoft shader - Copyright (C) 2007 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. #include "shader.code" float scaling : SCALING = 1.1; string preprocessTechique : PREPROCESSTECHNIQUE = "soft"; string combineTechique : COMBINETECHNIQUE = "linear"; VERTEX_STUFF4 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0) { VERTEX_STUFF4 OUT = (VERTEX_STUFF4)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.t1 = float4(tc,tc) + float4(-dx,-dy, dx,-dy); // outer diag. texels OUT.t2 = float4(tc,tc) + float4( dx, dy,-dx, dy); OUT.t3 = float4(tc,tc) + float4(-sx,-sy, sx,-sy); // inner diag. texels OUT.t4 = float4(tc,tc) + float4( sx, sy,-sx, sy); OUT.t5 = float4(tc,tc) + float4(-dx, 0, dx, 0); // inner hor/vert texels OUT.t6 = float4(tc,tc) + float4( 0,-dy, 0, dy); return OUT; } float4 PASS1_FRAGMENT ( in VERTEX_STUFF4 VAR ) : COLOR { half3 c11 = tex2D(s_p, VAR.CT ).xyz; half3 c00 = tex2D(s_p, VAR.t1.xy).xyz; half3 c20 = tex2D(s_p, VAR.t1.zw).xyz; half3 c22 = tex2D(s_p, VAR.t2.xy).xyz; half3 c02 = tex2D(s_p, VAR.t2.zw).xyz; half3 s00 = tex2D(s_p, VAR.t3.xy).xyz; half3 s20 = tex2D(s_p, VAR.t3.zw).xyz; half3 s22 = tex2D(s_p, VAR.t4.xy).xyz; half3 s02 = tex2D(s_p, VAR.t4.zw).xyz; half3 c01 = tex2D(s_p, VAR.t5.xy).xyz; half3 c21 = tex2D(s_p, VAR.t5.zw).xyz; half3 c10 = tex2D(s_p, VAR.t6.xy).xyz; half3 c12 = tex2D(s_p, VAR.t6.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 m1=dot(abs(s00-s22),dt)+0.0001; float m2=dot(abs(s02-s20),dt)+0.0001; float3 t1=(hl*(c10+c12)+vl*(c01+c21)+(hl+vl)*c11)/(3.0*(hl+vl)); float3 t2=(d1*(c20+c02)+d2*(c00+c22)+(d1+d2)*c11)/(3.0*(d1+d2)); return float4(0.25*(t1+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2)),0); } VERTEX_STUFF0 PASS2_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0) { VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0; OUT.coord = mul(float4(p,1),WorldViewProjection); OUT.CT = tc; return OUT; } float4 PASS2_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR { half3 c11 = tex2D(w_l, VAR.CT).xyz; return float4 (c11,1); } technique soft { pass P0 { VertexShader = compile vs_2_0 PASS1_VERTEX(); PixelShader = compile ps_2_0 PASS1_FRAGMENT(); } } technique linear { pass P0 { VertexShader = compile vs_2_0 PASS2_VERTEX(); PixelShader = compile ps_2_0 PASS2_FRAGMENT(); } }