mirror of
https://github.com/joncampbell123/dosbox-x.git
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239 lines
6.0 KiB
HLSL
239 lines
6.0 KiB
HLSL
/* ############################################################################################
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GS4XHqFilter 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 along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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float3 dtt = float3(0.001,0.001,0.001);
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string preprocessTechique : PREPROCESSTECHNIQUE = "GS4x";
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string combineTechique : COMBINETECHNIQUE = "HqFilter";
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VERTEX_STUFF2 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
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{
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VERTEX_STUFF2 OUT = (VERTEX_STUFF2)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.UL = tc + float2(-dx,-dy);
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OUT.UR = tc + float2( dx,-dy);
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OUT.DL = tc + float2(-dx, dy);
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OUT.DR = tc + float2( dx, dy);
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OUT.iUL = tc + float2(-sx,-sy);
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OUT.iUR = tc + float2( sx,-sy);
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OUT.iDD = float4(tc,tc) + float4(-sx, sy, sx, sy);
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return OUT;
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}
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float4 PASS1_FRAGMENT ( in VERTEX_STUFF2 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.UL).xyz;
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half3 o2 = tex2D(s_p, VAR.UR).xyz;
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half3 o3 = tex2D(s_p, VAR.DR).xyz;
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half3 o4 = tex2D(s_p, VAR.DL).xyz;
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half3 i1 = tex2D(s_p, VAR.iUL).xyz;
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half3 i2 = tex2D(s_p, VAR.iUR).xyz;
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half3 i3 = tex2D(s_p, VAR.iDD.zw).xyz;
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half3 i4 = tex2D(s_p, VAR.iDD.xy).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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half k1=dot(abs(i1-i3),dt)*dot(abs(o1-o3),dt);
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half k2=dot(abs(i2-i4),dt)*dot(abs(o2-o4),dt);
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half4 w = half4(k2,k1,k2,k1);
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if (ko3<ko1) w.x = 0.0;
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if (ko4<ko2) w.y = 0.0;
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if (ko1<ko3) w.z = 0.0;
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if (ko2<ko4) w.w = 0.0;
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return float4((w.x*o1+w.y*o2+w.z*o3+w.w*o4+0.0001*c)/(dot(w,d4)+0.0001),0);
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}
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VERTEX_STUFF4 PASS2_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*0.5;
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float dy = ps.y*0.5;
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float2 d1 = float2( dx,dy);
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float2 d2 = float2(-dx,dy);
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OUT.coord = mul(float4(p,1),WorldViewProjection);
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OUT.CT = tc;
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OUT.t1.xy = float2(tc).xy - d1;
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OUT.t2.xy = float2(tc).xy - d2;
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OUT.t3.xy = float2(tc).xy + d1;
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OUT.t4.xy = float2(tc).xy + d2;
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return OUT;
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}
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// **PS**
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float4 PASS2_FRAGMENT ( in VERTEX_STUFF4 VAR ) : COLOR
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{
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float2 x = float2(ps.x*0.5,0);
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float2 y = float2(0,ps.y*0.5);
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float3 c00, c02, c20, c22, c11, u, d, r, l;
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float m1, m2;
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c00 = tex2D(w_l, VAR.t1.xy-y).xyz;
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c20 = tex2D(w_l, VAR.t2.xy-y).xyz;
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c02 = tex2D(w_l, VAR.t4.xy-y).xyz;
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c22 = tex2D(w_l, VAR.t3.xy-y).xyz;
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m1 = dot(abs(c00-c22),dt)+0.001;
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m2 = dot(abs(c02-c20),dt)+0.001;
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u = (m2*(c00+c22)+m1*(c02+c20))/(m1+m2);
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c00 = tex2D(w_l, VAR.t1.xy+y).xyz;
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c20 = tex2D(w_l, VAR.t2.xy+y).xyz;
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c02 = tex2D(w_l, VAR.t4.xy+y).xyz;
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c22 = tex2D(w_l, VAR.t3.xy+y).xyz;
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m1 = dot(abs(c00-c22),dt)+0.001;
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m2 = dot(abs(c02-c20),dt)+0.001;
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d = (m2*(c00+c22)+m1*(c02+c20))/(m1+m2);
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c00 = tex2D(w_l, VAR.t1.xy-x).xyz;
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c20 = tex2D(w_l, VAR.t2.xy-x).xyz;
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c02 = tex2D(w_l, VAR.t4.xy-x).xyz;
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c22 = tex2D(w_l, VAR.t3.xy-x).xyz;
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m1 = dot(abs(c00-c22),dt)+0.001;
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m2 = dot(abs(c02-c20),dt)+0.001;
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l = (m2*(c00+c22)+m1*(c02+c20))/(m1+m2);
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c00 = tex2D(w_l, VAR.t1.xy+x).xyz;
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c20 = tex2D(w_l, VAR.t2.xy+x).xyz;
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c02 = tex2D(w_l, VAR.t4.xy+x).xyz;
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c22 = tex2D(w_l, VAR.t3.xy+x).xyz;
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m1 = dot(abs(c00-c22),dt)+0.001;
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m2 = dot(abs(c02-c20),dt)+0.001;
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r = (m2*(c00+c22)+m1*(c02+c20))/(m1+m2);
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c11 = 0.125*(u+d+r+l);
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float2 dx = float2(ps.x,0.0);
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float2 dy = float2(0.0,ps.y);
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float2 g1 = float2( ps.x,ps.y);
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float2 g2 = float2(-ps.x,ps.y);
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float2 pC4 = VAR.CT;
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// Reading the texels
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float3 C0 = tex2D(w_l,pC4-g1).xyz;
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float3 C1 = tex2D(w_l,pC4-dy).xyz;
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float3 C2 = tex2D(w_l,pC4-g2).xyz;
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float3 C3 = tex2D(w_l,pC4-dx).xyz;
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float3 C4 = tex2D(w_l,pC4 ).xyz;
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float3 C5 = tex2D(w_l,pC4+dx).xyz;
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float3 C6 = tex2D(w_l,pC4+g2).xyz;
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float3 C7 = tex2D(w_l,pC4+dy).xyz;
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float3 C8 = tex2D(w_l,pC4+g1).xyz;
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float3 mn1 = min(min(C0,C1),C2);
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float3 mn2 = min(min(C3,C4),C5);
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float3 mn3 = min(min(C6,C7),C8);
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float3 mx1 = max(max(C0,C1),C2);
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float3 mx2 = max(max(C3,C4),C5);
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float3 mx3 = max(max(C6,C7),C8);
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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 dif1 = abs(c11-mn1) + 0.001*dt;
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float3 dif2 = abs(c11-mx1) + 0.001*dt;
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// float filterparam = 2.5;
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float3 dif = sqrt(mx1)-sqrt(mn1);
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float filterparam = clamp(4.0*max(dif.x,max(dif.y,dif.z)),1.0,2.4);
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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.r = (dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x);
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c11.g = (dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y);
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c11.b = (dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z);
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// r = length(c11);
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// c11= float3(pow(c11,1.175));
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// c11=hd(r)*normalize(c11);
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return float4(c11,1);
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}
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technique GS4x
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{
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pass P0
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{
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VertexShader = compile vs_2_0 PASS1_VERTEX();
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PixelShader = compile ps_2_0 PASS1_FRAGMENT();
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}
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}
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technique HqFilter
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{
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pass P0
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{
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VertexShader = compile vs_3_0 PASS2_VERTEX();
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PixelShader = compile ps_3_0 PASS2_FRAGMENT();
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}
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}
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