dosbox-x/shaders/Scale2xPlus.fx

82 lines
1.6 KiB
HLSL

/*
Scale2xPlus shader
- Copyright (C) 2007 guest(r) - guest.r@gmail.com
- License: GNU-GPL
The Scale2x algorithm:
- Scale2x Homepage: http://scale2x.sourceforge.net/
- Copyright (C) 2001, 2002, 2003, 2004 Andrea Mazzoleni
- License: GNU-GPL
*/
#include "shader.code"
string name : NAME = "Scale2xPlus";
string combineTechique : COMBINETECHNIQUE = "Scale2xPlus";
// **VS**
VERTEX_STUFF_W S_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
VERTEX_STUFF_W OUT = (VERTEX_STUFF_W)0;
OUT.coord = mul(float4(p,1),WorldViewProjection);
OUT.CT = tc;
return OUT;
}
// **PS**
float4 S_FRAGMENT ( in VERTEX_STUFF_W VAR ) : COLOR
{
// calculating offsets, coordinates
half2 dx = half2(ps.x, 0.0);
half2 dy = half2( 0.0,ps.y);
float2 pixcoord = VAR.CT/ps;
float2 fp = frac(pixcoord);
float2 d11 = VAR.CT-fp*ps;
// Reading the texels
half3 B = tex2D(s_p,d11-dy).xyz;
half3 D = tex2D(s_p,d11-dx).xyz;
half3 E = tex2D(s_p,d11 ).xyz;
half3 F = tex2D(s_p,d11+dx).xyz;
half3 H = tex2D(s_p,d11+dy).xyz;
// The Scale2x algorithm
half3 E0 = D == B && B != H && D != F ? D : E;
half3 E1 = B == F && B != H && D != F ? F : E;
half3 E2 = D == H && B != H && D != F ? D : E;
half3 E3 = H == F && B != H && D != F ? F : E;
// Product interpolation
return float4((E3*fp.x+E2*(1-fp.x))*fp.y+(E1*fp.x+E0*(1-fp.x))*(1-fp.y),1);
}
technique Scale2xPlus
{
pass P0
{
VertexShader = compile vs_2_0 S_VERTEX();
PixelShader = compile ps_2_0 S_FRAGMENT();
}
}