dosbox-x/shaders/Super2xSaI.fx

191 lines
4.6 KiB
HLSL

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