Files
dosbox-x/contrib/shaders/2xSaL2xAA.fx
rderooy 7a481e51ec Move shaders to contrib/shaders
And update references. I hope this does not break the windows build.
2020-09-09 11:12:30 +02:00

178 lines
5.0 KiB
HLSL

/* ############################################################################################
2xSaL2xAA shader - Copyright (C) 2013 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.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
############################################################################################*/
// NOTES: Set scaler to normal2x or any other 2x scaler (forced mode for hi-res)
#include "shader.code"
float scaling : SCALING = 1.1;
float3 dtt = float3(0.005,0.005,0.005);
string preprocessTechique : PREPROCESSTECHNIQUE = "SaL";
string combineTechique : COMBINETECHNIQUE = "AA";
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;
}
float4 PASS1_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
{
half3 c00 = tex2D(s_l, VAR.t1.zw).xyz;
half3 c10 = tex2D(s_l, VAR.t3.xy).xyz;
half3 c20 = tex2D(s_l, VAR.t3.zw).xyz;
half3 c01 = tex2D(s_l, VAR.t1.xy).xyz;
half3 c11 = tex2D(s_l, VAR.CT).xyz;
half3 c21 = tex2D(s_l, VAR.t2.xy).xyz;
half3 c02 = tex2D(s_l, VAR.t2.zw).xyz;
half3 c12 = tex2D(s_l, VAR.t4.xy).xyz;
half3 c22 = tex2D(s_l, VAR.t4.zw).xyz;
float d1 = dot(abs(c00-c22),dt)+0.001;
float d2 = dot(abs(c20-c02),dt)+0.001;
float hl = dot(abs(c01-c21),dt)+0.001;
float vl = dot(abs(c10-c12),dt)+0.001;
float k1=hl+vl;
float k2=d1+d2;
float3 t1=(hl*(c10+c12)+vl*(c01+c21)+k1*c11)/(3.0*(hl+vl));
float3 t2=(d1*(c20+c02)+d2*(c00+c22)+k2*c11)/(3.0*(d1+d2));
k1=dot(abs(t1-c11),dt)+0.001;
k2=dot(abs(t2-0.5*(c11+t1)),dt)+0.001;
return float4((k1*t2+k2*t1)/(k1+k2),1);
}
VERTEX_STUFF4 PASS2_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
VERTEX_STUFF4 OUT = (VERTEX_STUFF4)0;
float dx = ps.x*0.5;
float dy = ps.y*0.5;
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.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;
}
// **PS**
float4 PASS2_FRAGMENT ( in VERTEX_STUFF4 VAR ) : COLOR
{
half3 c11 = tex2D(w_l, VAR.CT ).xyz;
half3 c00 = tex2D(w_l, VAR.t1.xy).xyz;
half3 c20 = tex2D(w_l, VAR.t1.zw).xyz;
half3 c22 = tex2D(w_l, VAR.t2.xy).xyz;
half3 c02 = tex2D(w_l, VAR.t2.zw).xyz;
half3 c01 = tex2D(w_l, VAR.t5.xy).xyz;
half3 c21 = tex2D(w_l, VAR.t5.zw).xyz;
half3 c10 = tex2D(w_l, VAR.t6.xy).xyz;
half3 c12 = tex2D(w_l, VAR.t6.zw).xyz;
float d1 = dot(abs(c00-c22),dt)+0.001;
float d2 = dot(abs(c20-c02),dt)+0.001;
float hl = dot(abs(c01-c21),dt)+0.001;
float vl = dot(abs(c10-c12),dt)+0.001;
float3 mn1 = min (min (c00,c01), c02);
float3 mn2 = min (min (c10,c11), c12);
float3 mn3 = min (min (c20,c21), c22);
float3 mx1 = max (max (c00,c01), c02);
float3 mx2 = max (max (c10,c11), c12);
float3 mx3 = max (max (c20,c21), c22);
mn1 = min(min(mn1,mn2),mn3);
mx1 = max(max(mx1,mx2),mx3);
c11=(hl*(c10+c12)+vl*(c01+c21)+(hl+vl)*c11)/(6.0*(hl+vl))+
(d1*(c20+c02)+d2*(c00+c22)+(d1+d2)*c11)/(6.0*(d1+d2));
float3 dif1 = abs(c11-mn1) + dtt;
float3 dif2 = abs(c11-mx1) + dtt;
//float filterparam = 5.5;
float3 dif = mx1-mn1;
float filterparam = clamp(9.0*length(dif)-1.5,1.0,5.0);
dif1=float3(pow(dif1.x,filterparam),pow(dif1.y,filterparam),pow(dif1.z,filterparam));
dif2=float3(pow(dif2.x,filterparam),pow(dif2.y,filterparam),pow(dif2.z,filterparam));
c11 = float3((dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x),
(dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y),
(dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z));
return float4(c11,1);
}
technique SaL
{
pass P0
{
VertexShader = compile vs_2_0 PASS1_VERTEX();
PixelShader = compile ps_2_0 PASS1_FRAGMENT();
}
}
technique AA
{
pass P0
{
VertexShader = compile vs_3_0 PASS2_VERTEX();
PixelShader = compile ps_3_0 PASS2_FRAGMENT();
}
}