mirror of
https://github.com/joncampbell123/dosbox-x.git
synced 2025-05-08 19:32:39 +08:00
191 lines
4.6 KiB
HLSL
191 lines
4.6 KiB
HLSL
/*
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Super2xSaI shader
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- Copyright (C) 2007 guest(r) - guest.r@gmail.com
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- License: GNU-GPL
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The Super2xSaI algorithm
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- Copyright (c) 1999-2001 by Derek Liauw Kie Fa.
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*/
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#include "shader.code"
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string name : NAME = "Super2xSaI";
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string combineTechique : COMBINETECHNIQUE = "Super2xSaI";
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const float3 dtt = float3(65536,255,1);
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/* GET_RESULT function */
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/* Copyright (c) 1999-2001 by Derek Liauw Kie Fa */
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/* License: GNU-GPL */
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int GET_RESULT(float A, float B, float C, float D)
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{
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int x = 0; int y = 0; int r = 0;
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if (A == C) x+=1; else if (B == C) y+=1;
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if (A == D) x+=1; else if (B == D) y+=1;
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if (x <= 1) r+=1;
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if (y <= 1) r-=1;
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return r;
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}
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float reduce(half3 color)
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{
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return dot(color,dtt);
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}
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// **VS**
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VERTEX_STUFF_W S_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
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{
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VERTEX_STUFF_W OUT = (VERTEX_STUFF_W)0;
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OUT.coord = mul(float4(p,1),WorldViewProjection);
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OUT.CT = tc;
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return OUT;
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}
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// **PS**
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float4 S_FRAGMENT ( in VERTEX_STUFF_W VAR ) : COLOR
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{
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// calculating offsets, coordinates
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half2 dx = half2( ps.x, 0.0);
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half2 dy = half2( 0.0, ps.y);
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half2 g1 = half2( ps.x,ps.y);
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half2 g2 = half2(-ps.x,ps.y);
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float2 pixcoord = VAR.CT/ps;
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float2 fp = frac(pixcoord);
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float2 pC4 = VAR.CT-fp*ps;
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float2 pC8 = pC4+g1;
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// Reading the texels
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half3 C0 = tex2D(s_p,pC4-g1).xyz;
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half3 C1 = tex2D(s_p,pC4-dy).xyz;
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half3 C2 = tex2D(s_p,pC4-g2).xyz;
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half3 D3 = tex2D(s_p,pC4-g2+dx).xyz;
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half3 C3 = tex2D(s_p,pC4-dx).xyz;
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half3 C4 = tex2D(s_p,pC4 ).xyz;
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half3 C5 = tex2D(s_p,pC4+dx).xyz;
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half3 D4 = tex2D(s_p,pC8-g2).xyz;
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half3 C6 = tex2D(s_p,pC4+g2).xyz;
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half3 C7 = tex2D(s_p,pC4+dy).xyz;
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half3 C8 = tex2D(s_p,pC4+g1).xyz;
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half3 D5 = tex2D(s_p,pC8+dx).xyz;
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half3 D0 = tex2D(s_p,pC4+g2+dy).xyz;
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half3 D1 = tex2D(s_p,pC8+g2).xyz;
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half3 D2 = tex2D(s_p,pC8+dy).xyz;
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half3 D6 = tex2D(s_p,pC8+g1).xyz;
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float3 p00,p10,p01,p11;
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// reducing half3 to float
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float c0 = reduce(C0);float c1 = reduce(C1);
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float c2 = reduce(C2);float c3 = reduce(C3);
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float c4 = reduce(C4);float c5 = reduce(C5);
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float c6 = reduce(C6);float c7 = reduce(C7);
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float c8 = reduce(C8);float d0 = reduce(D0);
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float d1 = reduce(D1);float d2 = reduce(D2);
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float d3 = reduce(D3);float d4 = reduce(D4);
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float d5 = reduce(D5);float d6 = reduce(D6);
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/* Super2xSaI code */
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/* Copied from the Dosbox source code */
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/* Copyright (C) 2002-2007 The DOSBox Team */
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/* License: GNU-GPL */
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/* Adapted by guest(r) on 19.4.2007 */
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if (c7 == c5 && c4 != c8) {
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p11 = p01 = C7;
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} else if (c4 == c8 && c7 != c5) {
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p11 = p01 = C4;
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} else if (c4 == c8 && c7 == c5) {
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int r = 0;
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r += GET_RESULT(c5,c4,c6,d1);
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r += GET_RESULT(c5,c4,c3,c1);
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r += GET_RESULT(c5,c4,d2,d5);
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r += GET_RESULT(c5,c4,c2,d4);
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if (r > 0)
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p11 = p01 = C5;
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else if (r < 0)
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p11 = p01 = C4;
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else {
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p11 = p01 = 0.5*(C4+C5);
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}
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} else {
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if (c5 == c8 && c8 == d1 && c7 != d2 && c8 != d0)
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p11 = 0.25*(3.0*C8+C7);
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else if (c4 == c7 && c7 == d2 && d1 != c8 && c7 != d6)
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p11 = 0.25*(3.0*C7+C8);
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else
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p11 = 0.5*(C7+C8);
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if (c5 == c8 && c5 == c1 && c4 != c2 && c5 != c0)
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p01 = 0.25*(3.0*C5+C4);
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else if (c4 == c7 && c4 == c2 && c1 != c5 && c4 != d3)
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p01 = 0.25*(3.0*C4+C5);
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else
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p01 = 0.5*(C4+C5);
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}
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if (c4 == c8 && c7 != c5 && c3 == c4 && c4 != d2)
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p10 = 0.5*(C7+C4);
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else if (c4 == c6 && c5 == c4 && c3 != c7 && c4 != d0)
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p10 = 0.5*(C7+C4);
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else
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p10 = C7;
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if (c7 == c5 && c4 != c8 && c6 == c7 && c7 != c2)
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p00 = 0.5*(C7+C4);
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else if (c3 == c7 && c8 == c7 && c6 != c4 && c7 != c0)
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p00 = 0.5*(C7+C4);
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else
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p00 = C4;
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// Distributing the four products
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if (fp.x < 0.50)
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{ if (fp.y < 0.50) p10 = p00;}
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else
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{ if (fp.y < 0.50) p10 = p01; else p10 = p11;}
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return float4(p10,1);
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}
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technique Super2xSaI
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{
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pass P0
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{
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VertexShader = compile vs_3_0 S_VERTEX();
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PixelShader = compile ps_3_0 S_FRAGMENT();
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}
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} |