Files
dosbox-x/contrib/shaders/GS4xHqFilter.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

239 lines
6.0 KiB
HLSL

/* ############################################################################################
GS4XHqFilter 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 normal4x (forced mode for hi-res)
#include "shader.code"
float scaling : SCALING = 1.0;
float3 dtt = float3(0.001,0.001,0.001);
string preprocessTechique : PREPROCESSTECHNIQUE = "GS4x";
string combineTechique : COMBINETECHNIQUE = "HqFilter";
VERTEX_STUFF2 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
VERTEX_STUFF2 OUT = (VERTEX_STUFF2)0;
float dx = ps.x*2.0;
float dy = ps.y*2.0;
float sx = ps.x;
float sy = ps.y;
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);
OUT.iUL = tc + float2(-sx,-sy);
OUT.iUR = tc + float2( sx,-sy);
OUT.iDD = float4(tc,tc) + float4(-sx, sy, sx, sy);
return OUT;
}
float4 PASS1_FRAGMENT ( in VERTEX_STUFF2 VAR ) : COLOR
{
half3 c = tex2D(s_p, VAR.CT).xyz;
half3 o1 = tex2D(s_p, VAR.UL).xyz;
half3 o2 = tex2D(s_p, VAR.UR).xyz;
half3 o3 = tex2D(s_p, VAR.DR).xyz;
half3 o4 = tex2D(s_p, VAR.DL).xyz;
half3 i1 = tex2D(s_p, VAR.iUL).xyz;
half3 i2 = tex2D(s_p, VAR.iUR).xyz;
half3 i3 = tex2D(s_p, VAR.iDD.zw).xyz;
half3 i4 = tex2D(s_p, VAR.iDD.xy).xyz;
half ko1=dot(abs(o1-c),dt);
half ko2=dot(abs(o2-c),dt);
half ko3=dot(abs(o3-c),dt);
half ko4=dot(abs(o4-c),dt);
half k1=dot(abs(i1-i3),dt)*dot(abs(o1-o3),dt);
half k2=dot(abs(i2-i4),dt)*dot(abs(o2-o4),dt);
half4 w = half4(k2,k1,k2,k1);
if (ko3<ko1) w.x = 0.0;
if (ko4<ko2) w.y = 0.0;
if (ko1<ko3) w.z = 0.0;
if (ko2<ko4) w.w = 0.0;
return float4((w.x*o1+w.y*o2+w.z*o3+w.w*o4+0.0001*c)/(dot(w,d4)+0.0001),0);
}
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;
float2 d1 = float2( dx,dy);
float2 d2 = float2(-dx,dy);
OUT.coord = mul(float4(p,1),WorldViewProjection);
OUT.CT = tc;
OUT.t1.xy = float2(tc).xy - d1;
OUT.t2.xy = float2(tc).xy - d2;
OUT.t3.xy = float2(tc).xy + d1;
OUT.t4.xy = float2(tc).xy + d2;
return OUT;
}
// **PS**
float4 PASS2_FRAGMENT ( in VERTEX_STUFF4 VAR ) : COLOR
{
float2 x = float2(ps.x*0.5,0);
float2 y = float2(0,ps.y*0.5);
float3 c00, c02, c20, c22, c11, u, d, r, l;
float m1, m2;
c00 = tex2D(w_l, VAR.t1.xy-y).xyz;
c20 = tex2D(w_l, VAR.t2.xy-y).xyz;
c02 = tex2D(w_l, VAR.t4.xy-y).xyz;
c22 = tex2D(w_l, VAR.t3.xy-y).xyz;
m1 = dot(abs(c00-c22),dt)+0.001;
m2 = dot(abs(c02-c20),dt)+0.001;
u = (m2*(c00+c22)+m1*(c02+c20))/(m1+m2);
c00 = tex2D(w_l, VAR.t1.xy+y).xyz;
c20 = tex2D(w_l, VAR.t2.xy+y).xyz;
c02 = tex2D(w_l, VAR.t4.xy+y).xyz;
c22 = tex2D(w_l, VAR.t3.xy+y).xyz;
m1 = dot(abs(c00-c22),dt)+0.001;
m2 = dot(abs(c02-c20),dt)+0.001;
d = (m2*(c00+c22)+m1*(c02+c20))/(m1+m2);
c00 = tex2D(w_l, VAR.t1.xy-x).xyz;
c20 = tex2D(w_l, VAR.t2.xy-x).xyz;
c02 = tex2D(w_l, VAR.t4.xy-x).xyz;
c22 = tex2D(w_l, VAR.t3.xy-x).xyz;
m1 = dot(abs(c00-c22),dt)+0.001;
m2 = dot(abs(c02-c20),dt)+0.001;
l = (m2*(c00+c22)+m1*(c02+c20))/(m1+m2);
c00 = tex2D(w_l, VAR.t1.xy+x).xyz;
c20 = tex2D(w_l, VAR.t2.xy+x).xyz;
c02 = tex2D(w_l, VAR.t4.xy+x).xyz;
c22 = tex2D(w_l, VAR.t3.xy+x).xyz;
m1 = dot(abs(c00-c22),dt)+0.001;
m2 = dot(abs(c02-c20),dt)+0.001;
r = (m2*(c00+c22)+m1*(c02+c20))/(m1+m2);
c11 = 0.125*(u+d+r+l);
float2 dx = float2(ps.x,0.0);
float2 dy = float2(0.0,ps.y);
float2 g1 = float2( ps.x,ps.y);
float2 g2 = float2(-ps.x,ps.y);
float2 pC4 = VAR.CT;
// Reading the texels
float3 C0 = tex2D(w_l,pC4-g1).xyz;
float3 C1 = tex2D(w_l,pC4-dy).xyz;
float3 C2 = tex2D(w_l,pC4-g2).xyz;
float3 C3 = tex2D(w_l,pC4-dx).xyz;
float3 C4 = tex2D(w_l,pC4 ).xyz;
float3 C5 = tex2D(w_l,pC4+dx).xyz;
float3 C6 = tex2D(w_l,pC4+g2).xyz;
float3 C7 = tex2D(w_l,pC4+dy).xyz;
float3 C8 = tex2D(w_l,pC4+g1).xyz;
float3 mn1 = min(min(C0,C1),C2);
float3 mn2 = min(min(C3,C4),C5);
float3 mn3 = min(min(C6,C7),C8);
float3 mx1 = max(max(C0,C1),C2);
float3 mx2 = max(max(C3,C4),C5);
float3 mx3 = max(max(C6,C7),C8);
mn1 = min(min(mn1,mn2),mn3);
mx1 = max(max(mx1,mx2),mx3);
float3 dif1 = abs(c11-mn1) + 0.001*dt;
float3 dif2 = abs(c11-mx1) + 0.001*dt;
// float filterparam = 2.5;
float3 dif = sqrt(mx1)-sqrt(mn1);
float filterparam = clamp(4.0*max(dif.x,max(dif.y,dif.z)),1.0,2.4);
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.r = (dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x);
c11.g = (dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y);
c11.b = (dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z);
// r = length(c11);
// c11= float3(pow(c11,1.175));
// c11=hd(r)*normalize(c11);
return float4(c11,1);
}
technique GS4x
{
pass P0
{
VertexShader = compile vs_2_0 PASS1_VERTEX();
PixelShader = compile ps_2_0 PASS1_FRAGMENT();
}
}
technique HqFilter
{
pass P0
{
VertexShader = compile vs_3_0 PASS2_VERTEX();
PixelShader = compile ps_3_0 PASS2_FRAGMENT();
}
}