mirror of
https://github.com/joncampbell123/dosbox-x.git
synced 2025-05-09 11:51:09 +08:00
156 lines
4.0 KiB
HLSL
156 lines
4.0 KiB
HLSL
/* ############################################################################################
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GS4XColorScale shader - Copyright (C) 2005 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
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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############################################################################################*/
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// NOTES: Set scaler to normal4x (forced mode for hi-res)
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// color params
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float3 c_ch = float3 (1.0, 1.0, 1.0); // color channel (r,g,b) intensity
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float a = 1.250; // saturation
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float b = 1.000; // brightness
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float c1= 1.250; // contrast 1 funct param.
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float c2= 1.400; // contrast funct. 2 param, good values between (-1.0,2.0)
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// contrast function 1
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float contrast1(float x)
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{ return clamp(0.866 + c1*(x-0.866),0.01, 1.731); }
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// contrast function 2
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float contrast2(float x)
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{
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float y = x*1.1547-1.0;
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y = (sin(y*1.5707963272)+1.0)*0.86602540;
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return (1-c2)*x + c2*y;
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}
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#include "shader.code"
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float scaling : SCALING = 1.1;
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string preprocessTechique : PREPROCESSTECHNIQUE = "GS4x";
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string combineTechique : COMBINETECHNIQUE = "linear";
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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_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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float3 color = tex2D(w_l, VAR.CT).xyz;
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float x = sqrt(dot(color,color));
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color.r = pow(color.r+0.025,a);
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color.g = pow(color.g+0.025,a);
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color.b = pow(color.b+0.025,a);
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return float4(contrast2(x)*normalize(color*c_ch)*b,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 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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} |