Files
dosbox-x/contrib/shaders/2xSaL_Ls.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

105 lines
2.6 KiB
HLSL

/* ############################################################################################
2xSaL (bilinear) 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;
string preprocessTechique : PREPROCESSTECHNIQUE = "SaL";
string combineTechique : COMBINETECHNIQUE = "Ls";
VERTEX_STUFF1 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
VERTEX_STUFF1 OUT = (VERTEX_STUFF1)0;
float dx = ps.x*0.5;
float dy = ps.y*0.5;
OUT.coord = mul(float4(p,1),WorldViewProjection);
OUT.CT = tc;
OUT.UL = tc + float2(-dx,-dy);
OUT.UR = tc + float2( dx,-dy);
OUT.DL = tc + float2(-dx, dy);
OUT.DR = tc + float2( dx, dy);
return OUT;
}
float4 PASS1_FRAGMENT ( in VERTEX_STUFF1 VAR ) : COLOR
{
half3 c00 = tex2D(s_p, VAR.UL).xyz;
half3 c20 = tex2D(s_p, VAR.UR).xyz;
half3 c02 = tex2D(s_p, VAR.DL).xyz;
half3 c22 = tex2D(s_p, VAR.DR).xyz;
half m1=dot(abs(c00-c22),dt)+0.001;
half m2=dot(abs(c02-c20),dt)+0.001;
return float4((m1*(c02+c20)+m2*(c22+c00))/(2.0*(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 SaL
{
pass P0
{
VertexShader = compile vs_2_0 PASS1_VERTEX();
PixelShader = compile ps_2_0 PASS1_FRAGMENT();
}
}
technique Ls
{
pass P0
{
VertexShader = compile vs_2_0 PASS2_VERTEX();
PixelShader = compile ps_2_0 PASS2_FRAGMENT();
}
}