mirror of
https://github.com/joncampbell123/dosbox-x.git
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127 lines
3.9 KiB
HLSL
127 lines
3.9 KiB
HLSL
/* ############################################################################################
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4XSoft_PS3.0 shader - Copyright (C) 2013 guest(r) - guest.r@gmail.com
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############################################################################################
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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############################################################################################*/
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// NOTES: Set scaler to normal3x or any other 3x scaler (forced mode for hi-res)
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#include "shader.code"
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float scaling : SCALING = 1.1;
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float3 dtt = float3(0.005,0.005,0.005);
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string combinetechnique : COMBINETECHNIQUE = "soft";
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VERTEX_STUFF4 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
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{
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VERTEX_STUFF4 OUT = (VERTEX_STUFF4)0;
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float dx = ps.x*1.50;
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float dy = ps.y*1.50;
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float sx = ps.x*0.75;
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float sy = ps.y*0.75;
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OUT.coord = mul(float4(p,1),WorldViewProjection);
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OUT.CT = tc;
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OUT.t1 = float4(tc,tc) + float4(-dx,-dy, dx,-dy); // outer diag. texels
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OUT.t2 = float4(tc,tc) + float4( dx, dy,-dx, dy);
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OUT.t3 = float4(tc,tc) + float4(-sx,-sy, sx,-sy); // inner diag. texels
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OUT.t4 = float4(tc,tc) + float4( sx, sy,-sx, sy);
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OUT.t5 = float4(tc,tc) + float4(-dx, 0, dx, 0); // inner hor/vert texels
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OUT.t6 = float4(tc,tc) + float4( 0,-dy, 0, dy);
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return OUT;
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}
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float4 PASS1_FRAGMENT ( in VERTEX_STUFF4 VAR ) : COLOR
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{
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half3 c11 = tex2D(s_l, VAR.CT ).xyz;
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half3 c00 = tex2D(s_l, VAR.t1.xy).xyz;
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half3 c20 = tex2D(s_l, VAR.t1.zw).xyz;
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half3 c22 = tex2D(s_l, VAR.t2.xy).xyz;
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half3 c02 = tex2D(s_l, VAR.t2.zw).xyz;
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half3 s00 = tex2D(s_l, VAR.t3.xy).xyz;
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half3 s20 = tex2D(s_l, VAR.t3.zw).xyz;
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half3 s22 = tex2D(s_l, VAR.t4.xy).xyz;
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half3 s02 = tex2D(s_l, VAR.t4.zw).xyz;
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half3 c01 = tex2D(s_l, VAR.t5.xy).xyz;
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half3 c21 = tex2D(s_l, VAR.t5.zw).xyz;
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half3 c10 = tex2D(s_l, VAR.t6.xy).xyz;
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half3 c12 = tex2D(s_l, VAR.t6.zw).xyz;
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float d1=dot(abs(c00-c22),dt)+0.0001;
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float d2=dot(abs(c20-c02),dt)+0.0001;
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float hl=dot(abs(c01-c21),dt)+0.0001;
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float vl=dot(abs(c10-c12),dt)+0.0001;
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float m1=dot(abs(s00-s22),dt)+0.0001;
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float m2=dot(abs(s02-s20),dt)+0.0001;
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float3 mn1 = min (min (c00,c01), c02);
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float3 mn2 = min (min (c10,c11), c12);
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float3 mn3 = min (min (c20,c21), c22);
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float3 mx1 = max (max (c00,c01), c02);
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float3 mx2 = max (max (c10,c11), c12);
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float3 mx3 = max (max (c20,c21), c22);
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mn1 = min(min(mn1,mn2),mn3);
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mx1 = max(max(mx1,mx2),mx3);
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float3 t1=(hl*(c10+c12)+vl*(c01+c21)+(hl+vl)*c11)/(3.0*(hl+vl));
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float3 t2=(d1*(c20+c02)+d2*(c00+c22)+(d1+d2)*c11)/(3.0*(d1+d2));
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c11 = 0.25*(t1+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2));
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float3 dif1 = abs(c11-mn1) + dtt;
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float3 dif2 = abs(c11-mx1) + dtt;
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//float filterparam = 5.5;
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float3 dif = mx1-mn1;
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float filterparam = clamp(3.0*length(dif),1.0,2.5);
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dif1=float3(pow(dif1.x,filterparam),pow(dif1.y,filterparam),pow(dif1.z,filterparam));
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dif2=float3(pow(dif2.x,filterparam),pow(dif2.y,filterparam),pow(dif2.z,filterparam));
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c11 = float3((dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x),
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(dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y),
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(dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z));
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return float4(c11,1);
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}
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technique soft
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{
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pass P0
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{
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VertexShader = compile vs_3_0 PASS1_VERTEX();
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PixelShader = compile ps_3_0 PASS1_FRAGMENT();
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}
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}
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