mirror of
https://github.com/joncampbell123/dosbox-x.git
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114 lines
2.8 KiB
HLSL
114 lines
2.8 KiB
HLSL
/* ############################################################################################
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GS2x shader(linear) - Copyright (C) 2007 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 normal2x (forced mode for hi-res)
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#include "shader.code"
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float scaling : SCALING = 1.1;
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string preprocessTechique : PREPROCESSTECHNIQUE = "GS2x";
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string combineTechique : COMBINETECHNIQUE = "linear";
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VERTEX_STUFF1 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
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{
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VERTEX_STUFF1 OUT = (VERTEX_STUFF1)0;
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float dx = ps.x;
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float dy = 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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return OUT;
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}
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float4 PASS1_FRAGMENT ( in VERTEX_STUFF1 VAR ) : COLOR
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{
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half3 c11 = tex2D(s_p, VAR.CT).xyz;
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half3 c00 = tex2D(s_p, VAR.UL).xyz;
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half3 c20 = tex2D(s_p, VAR.UR).xyz;
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half3 c02 = tex2D(s_p, VAR.DL).xyz;
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half3 c22 = tex2D(s_p, VAR.DR).xyz;
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half md1=dot(abs(c00-c22),dt);
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half md2=dot(abs(c02-c20),dt);
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half w1=dot(abs(c22-c11),dt)*md2;
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half w2=dot(abs(c02-c11),dt)*md1;
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half w3=dot(abs(c00-c11),dt)*md2;
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half w4=dot(abs(c20-c11),dt)*md1;
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half t1 = w1+w3;
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half t2 = w2+w4;
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half ww = max(t1,t2)+0.001;
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return float4((w1*c00+w2*c20+w3*c22+w4*c02+ww*c11)/(t1+t2+ww),0);
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}
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VERTEX_STUFF0 PASS2_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
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{
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VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0;
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OUT.coord = mul(float4(p,1),WorldViewProjection);
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OUT.CT = tc;
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return OUT;
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}
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float4 PASS2_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
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{
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half3 c11 = tex2D(w_l, VAR.CT).xyz;
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return float4 (c11,1);
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}
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technique GS2x
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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 linear
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{
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pass P0
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{
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VertexShader = compile vs_2_0 PASS2_VERTEX();
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PixelShader = compile ps_2_0 PASS2_FRAGMENT();
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}
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}
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