dosbox-x/shaders/GS4xScale.fx

125 lines
3.2 KiB
HLSL

/* ############################################################################################
GS4XScale 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 k1=dot(abs(i1-i3),dt)*dot(abs(o1-o3),dt);
half k2=dot(abs(i2-i4),dt)*dot(abs(o2-o4),dt);
half4 w = half4(k2,k1,k2,k1);
if (ko3<ko1) w.x = 0.0;
if (ko4<ko2) w.y = 0.0;
if (ko1<ko3) w.z = 0.0;
if (ko2<ko4) w.w = 0.0;
return float4((w.x*o1+w.y*o2+w.z*o3+w.w*o4+0.0001*c)/(dot(w,d4)+0.0001),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
{
float3 c11 = tex2D(w_l, VAR.CT).xyz;
return float4 (c11,1);
}
technique GS4x
{
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();
}
}