mirror of
https://github.com/joncampbell123/dosbox-x.git
synced 2025-05-08 19:32:39 +08:00
146 lines
4.2 KiB
HLSL
146 lines
4.2 KiB
HLSL
/* ############################################################################################
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GS4XFilter shader - Copyright (C) 2005 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 normal4x (forced mode for hi-res)
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#include "shader.code"
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float scaling : SCALING = 1.0;
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const float mx = 1.00; // start smoothing wt.
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const float k = -1.10; // wt. decrease factor
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const float max_w = 0.90; // max filter weigth
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const float min_w = 0.05; // min filter weigth
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const float lum_add = 0.33; // effects smoothing
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string preprocessTechique : PREPROCESSTECHNIQUE = "GS4xFilter";
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string combineTechique : COMBINETECHNIQUE = "linear";
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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*2.0;
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float dy = ps.y*2.0;
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float sx = ps.x;
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float sy = ps.y;
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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 c = tex2D(s_p, VAR.CT ).xyz;
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half3 o1 = tex2D(s_p, VAR.t1.xy).xyz;
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half3 o2 = tex2D(s_p, VAR.t1.zw).xyz;
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half3 o3 = tex2D(s_p, VAR.t2.xy).xyz;
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half3 o4 = tex2D(s_p, VAR.t2.zw).xyz;
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half3 i1 = tex2D(s_p, VAR.t3.xy).xyz;
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half3 i2 = tex2D(s_p, VAR.t3.zw).xyz;
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half3 i3 = tex2D(s_p, VAR.t4.xy).xyz;
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half3 i4 = tex2D(s_p, VAR.t4.zw).xyz;
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half3 s1 = tex2D(s_p, VAR.t5.xy).xyz;
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half3 s2 = tex2D(s_p, VAR.t5.zw).xyz;
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half3 s3 = tex2D(s_p, VAR.t6.xy).xyz;
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half3 s4 = tex2D(s_p, VAR.t6.zw).xyz;
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half ko1=dot(abs(o1-c),dt);
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half ko2=dot(abs(o2-c),dt);
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half ko3=dot(abs(o3-c),dt);
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half ko4=dot(abs(o4-c),dt);
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half4 w;
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w.yw = min(dot(abs(i1-i3),dt),0.6*(ko1+ko3));
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w.xz = min(dot(abs(i2-i4),dt),0.6*(ko2+ko4));
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if (ko3<ko1) w.x*= ko3/ko1;
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if (ko4<ko2) w.y*= ko4/ko2;
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if (ko1<ko3) w.z*= ko1/ko3;
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if (ko2<ko4) w.w*= ko2/ko4;
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c = (w.x*o1+w.y*o2+w.z*o3+w.w*o4+0.001*c)/(dot(w,d4)+0.001);
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w.x = k*dot(abs(i1-c)+abs(i3-c),dt)/(0.125*dot(i1+i3,dt)+lum_add);
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w.y = k*dot(abs(i2-c)+abs(i4-c),dt)/(0.125*dot(i2+i4,dt)+lum_add);
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w.z = k*dot(abs(s1-c)+abs(s2-c),dt)/(0.125*dot(s1+s2,dt)+lum_add);
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w.w = k*dot(abs(s3-c)+abs(s4-c),dt)/(0.125*dot(s3+s4,dt)+lum_add);
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w.x = clamp(w.x+mx,min_w,max_w);
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w.y = clamp(w.y+mx,min_w,max_w);
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w.z = clamp(w.z+mx,min_w,max_w);
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w.w = clamp(w.w+mx,min_w,max_w);
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c = (w.x*(i1+i3)+w.y*(i2+i4)+w.z*(s1+s2)+w.w*(s3+s4)+c)/(2.0*dot(w,d4)+1.0);
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return float4(c,0);
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}
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VERTEX_STUFF0 PASS2_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
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{
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VERTEX_STUFF0 OUT = (VERTEX_STUFF0)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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float4 PASS2_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
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{
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float3 c11 = tex2D(w_l, VAR.CT).xyz;
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return float4 (c11,1);
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}
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technique GS4xFilter
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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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technique linear
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{
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pass P0
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{
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VertexShader = compile vs_2_0 PASS2_VERTEX();
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PixelShader = compile ps_2_0 PASS2_FRAGMENT();
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}
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} |