dosbox-x/shaders/4xSoft.fx

122 lines
3.5 KiB
HLSL

/* ############################################################################################
4xSoft shader - Copyright (C) 2007 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.
#include "shader.code"
float scaling : SCALING = 1.1;
string preprocessTechique : PREPROCESSTECHNIQUE = "soft";
string combineTechique : COMBINETECHNIQUE = "linear";
VERTEX_STUFF4 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
VERTEX_STUFF4 OUT = (VERTEX_STUFF4)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.t1 = float4(tc,tc) + float4(-dx,-dy, dx,-dy); // outer diag. texels
OUT.t2 = float4(tc,tc) + float4( dx, dy,-dx, dy);
OUT.t3 = float4(tc,tc) + float4(-sx,-sy, sx,-sy); // inner diag. texels
OUT.t4 = float4(tc,tc) + float4( sx, sy,-sx, sy);
OUT.t5 = float4(tc,tc) + float4(-dx, 0, dx, 0); // inner hor/vert texels
OUT.t6 = float4(tc,tc) + float4( 0,-dy, 0, dy);
return OUT;
}
float4 PASS1_FRAGMENT ( in VERTEX_STUFF4 VAR ) : COLOR
{
half3 c11 = tex2D(s_p, VAR.CT ).xyz;
half3 c00 = tex2D(s_p, VAR.t1.xy).xyz;
half3 c20 = tex2D(s_p, VAR.t1.zw).xyz;
half3 c22 = tex2D(s_p, VAR.t2.xy).xyz;
half3 c02 = tex2D(s_p, VAR.t2.zw).xyz;
half3 s00 = tex2D(s_p, VAR.t3.xy).xyz;
half3 s20 = tex2D(s_p, VAR.t3.zw).xyz;
half3 s22 = tex2D(s_p, VAR.t4.xy).xyz;
half3 s02 = tex2D(s_p, VAR.t4.zw).xyz;
half3 c01 = tex2D(s_p, VAR.t5.xy).xyz;
half3 c21 = tex2D(s_p, VAR.t5.zw).xyz;
half3 c10 = tex2D(s_p, VAR.t6.xy).xyz;
half3 c12 = tex2D(s_p, VAR.t6.zw).xyz;
float d1=dot(abs(c00-c22),dt)+0.0001;
float d2=dot(abs(c20-c02),dt)+0.0001;
float hl=dot(abs(c01-c21),dt)+0.0001;
float vl=dot(abs(c10-c12),dt)+0.0001;
float m1=dot(abs(s00-s22),dt)+0.0001;
float m2=dot(abs(s02-s20),dt)+0.0001;
float3 t1=(hl*(c10+c12)+vl*(c01+c21)+(hl+vl)*c11)/(3.0*(hl+vl));
float3 t2=(d1*(c20+c02)+d2*(c00+c22)+(d1+d2)*c11)/(3.0*(d1+d2));
return float4(0.25*(t1+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2)),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
{
half3 c11 = tex2D(w_l, VAR.CT).xyz;
return float4 (c11,1);
}
technique soft
{
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();
}
}