dosbox-x/shaders/4xSaL.fx

132 lines
3.5 KiB
HLSL

/* ############################################################################################
4XSaL shader - Copyright (C) 2013 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 normal2x or any other 2x scaler (forced mode for hi-res)
#include "shader.code"
float scaling : SCALING = 1.1;
float3 dtt = float3(0.001,0.001,0.001);
string preprocessTechique : PREPROCESSTECHNIQUE = "SaL1";
string combineTechique : COMBINETECHNIQUE = "SaL2";
VERTEX_STUFF1 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
VERTEX_STUFF1 OUT = (VERTEX_STUFF1)0;
float dx = ps.x*0.5;
float dy = ps.y*0.5;
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);
return OUT;
}
float4 PASS1_FRAGMENT ( in VERTEX_STUFF1 VAR ) : COLOR
{
half3 c00 = tex2D(s_p, VAR.UL).xyz;
half3 c20 = tex2D(s_p, VAR.UR).xyz;
half3 c02 = tex2D(s_p, VAR.DL).xyz;
half3 c22 = tex2D(s_p, VAR.DR).xyz;
half m1=dot(abs(c00-c22),dt)+0.001;
half m2=dot(abs(c02-c20),dt)+0.001;
return float4((m1*(c02+c20)+m2*(c22+c00))/(2.0*(m1+m2)),0);
}
VERTEX_STUFF1 PASS2_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
VERTEX_STUFF1 OUT = (VERTEX_STUFF1)0;
float dx = ps.x*0.25;
float dy = ps.y*0.25;
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);
return OUT;
}
float4 PASS2_FRAGMENT ( in VERTEX_STUFF1 VAR ) : COLOR
{
half3 c00 = tex2D(w_l, VAR.UL).xyz;
half3 c20 = tex2D(w_l, VAR.UR).xyz;
half3 c02 = tex2D(w_l, VAR.DL).xyz;
half3 c22 = tex2D(w_l, VAR.DR).xyz;
half m1=dot(abs(c00-c22),dt)+0.001;
half m2=dot(abs(c02-c20),dt)+0.001;
float3 c11 = (m1*(c02+c20)+m2*(c22+c00))/(2.0*(m1+m2));
float3 mn1 = min(min(c00,c20),min(c02,c22));
float3 mx1 = max(max(c00,c20),max(c02,c22));
float3 dif1 = abs(c11-mn1) + dtt;
float3 dif2 = abs(c11-mx1) + dtt;
float3 filterparam = float3(2.5,2.5,2.5);
dif1 = pow(dif1,filterparam);
dif2 = pow(dif2,filterparam);
return float4( (dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x),
(dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y),
(dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z),1);
}
technique SaL1
{
pass P0
{
VertexShader = compile vs_2_0 PASS1_VERTEX();
PixelShader = compile ps_2_0 PASS1_FRAGMENT();
}
}
technique SaL2
{
pass P0
{
VertexShader = compile vs_2_0 PASS2_VERTEX();
PixelShader = compile ps_2_0 PASS2_FRAGMENT();
}
}