dosbox-x/shaders/GS2xFilter.fx

141 lines
3.8 KiB
HLSL

/* ############################################################################################
GS2xFilter 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 normal2x (forced mode for hi-res)
#include "shader.code"
float scaling : SCALING = 1.1;
const float mx = 0.325; // start smoothing wt.
const float k = -0.250; // wt. decrease factor
const float max_w = 0.25; // max filter weigth
const float min_w = 0.00; // min filter weigth
const float lum_add = 0.25; // effects smoothing
string preprocessTechique : PREPROCESSTECHNIQUE = "GS2x";
string combineTechique : COMBINETECHNIQUE = "linear";
VERTEX_STUFF0 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0;
float dx = ps.x;
float dy = ps.y;
OUT.coord = mul(float4(p,1),WorldViewProjection);
OUT.CT = tc;
OUT.t1.xy = tc + float2(-dx, 0);
OUT.t2.xy = tc + float2( dx, 0);
OUT.t3.xy = tc + float2( 0,-dy);
OUT.t4.xy = tc + float2( 0, dy);
OUT.t1.zw = tc + float2(-dx,-dy);
OUT.t2.zw = tc + float2(-dx, dy);
OUT.t3.zw = tc + float2( dx,-dy);
OUT.t4.zw = tc + float2( dx, dy);
return OUT;
}
// **PS**
float4 PASS1_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
{
float3 c00 = tex2D(s_p, VAR.t1.zw).xyz;
float3 c10 = tex2D(s_p, VAR.t3.xy).xyz;
float3 c20 = tex2D(s_p, VAR.t3.zw).xyz;
float3 c01 = tex2D(s_p, VAR.t1.xy).xyz;
float3 c11 = tex2D(s_p, VAR.CT ).xyz;
float3 c21 = tex2D(s_p, VAR.t2.xy).xyz;
float3 c02 = tex2D(s_p, VAR.t2.zw).xyz;
float3 c12 = tex2D(s_p, VAR.t4.xy).xyz;
float3 c22 = tex2D(s_p, VAR.t4.zw).xyz;
float md1=dot(abs(c00-c22),dt);
float md2=dot(abs(c02-c20),dt);
float w1=dot(abs(c22-c11),dt)*md2;
float w2=dot(abs(c02-c11),dt)*md1;
float w3=dot(abs(c00-c11),dt)*md2;
float w4=dot(abs(c20-c11),dt)*md1;
float t1 = w1+w3; float t2 = w2+w4;
float ww = max(t1,t2)+0.001;
c11 = (w1*c00+w2*c20+w3*c22+w4*c02+ww*c11)/(t1+t2+ww);
float lc1 = k/(0.115*dot(c10+c12+c11,dt)+lum_add);
float lc2 = k/(0.115*dot(c01+c21+c11,dt)+lum_add);
w1 = clamp(lc1*dot(abs(c11-c10),dt)+mx,min_w,max_w);
w2 = clamp(lc2*dot(abs(c11-c21),dt)+mx,min_w,max_w);
w3 = clamp(lc1*dot(abs(c11-c12),dt)+mx,min_w,max_w);
w4 = clamp(lc2*dot(abs(c11-c01),dt)+mx,min_w,max_w);
c11 = w1*c10 + w2*c21 + w3*c12 + w4*c01 + (1.0-w1-w2-w3-w4)*c11;
return float4(c11,0);
}
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
{
float3 c11 = tex2D(w_l, VAR.CT).xyz;
return float4 (c11,1);
}
technique GS2x
{
pass P0
{
VertexShader = compile vs_3_0 PASS1_VERTEX();
PixelShader = compile ps_3_0 PASS1_FRAGMENT();
}
}
technique linear
{
pass P0
{
VertexShader = compile vs_2_0 PASS2_VERTEX();
PixelShader = compile ps_2_0 PASS2_FRAGMENT();
}
}