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@@ -6,6 +6,7 @@
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uniform float4x4 ViewProj;
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uniform texture2d image;
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+uniform float2 base_dimension;
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uniform float2 base_dimension_i;
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uniform float undistort_factor = 1.0;
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@@ -20,11 +21,20 @@ struct VertData {
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float2 uv : TEXCOORD0;
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};
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-VertData VSDefault(VertData v_in)
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+struct VertOut {
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+ float2 uv : TEXCOORD0;
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+ float4 pos : POSITION;
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+};
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+
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+struct FragData {
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+ float2 uv : TEXCOORD0;
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+};
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+
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+VertOut VSDefault(VertData v_in)
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{
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- VertData vert_out;
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+ VertOut vert_out;
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+ vert_out.uv = v_in.uv;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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- vert_out.uv = v_in.uv;
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return vert_out;
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}
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@@ -32,24 +42,19 @@ float weight(float x)
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{
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float ax = abs(x);
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- /* Sharper version. May look better in some cases. */
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- const float B = 0.0;
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- const float C = 0.75;
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-
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- if (ax < 1.0)
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- return (pow(x, 2.0) *
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- ((12.0 - 9.0 * B - 6.0 * C) * ax +
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- (-18.0 + 12.0 * B + 6.0 * C)) +
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- (6.0 - 2.0 * B))
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- / 6.0;
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- else if ((ax >= 1.0) && (ax < 2.0))
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- return (pow(x, 2.0) *
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- ((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) +
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- (-12.0 * B - 48.0 * C) * ax +
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- (8.0 * B + 24.0 * C))
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- / 6.0;
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- else
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- return 0.0;
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+ /* Sharper version. May look better in some cases. B=0, C=0.75 */
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+
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+ if (ax < 2.0) {
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+ float six_i = 1.0 / 6.0;
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+ float x_squared = x * x;
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+ if (ax < 1.0) {
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+ return (x_squared * (7.5 * ax + (-13.5))) * six_i + 1.0;
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+ }
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+
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+ return (x_squared * ((-4.5) * ax + 22.5) + (-36.0) * ax) * six_i + 3.0;
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+ }
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+
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+ return 0.0;
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}
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float4 weight4(float x)
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@@ -73,65 +78,83 @@ float AspectUndistortU(float u)
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return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5;
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}
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-float2 pixel_coord(float xpos, float ypos)
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+float2 undistort_coord(float xpos, float ypos)
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{
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return float2(AspectUndistortU(xpos), ypos);
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}
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-float4 pixel(float xpos, float ypos, bool undistort)
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+float4 undistort_pixel(float xpos, float ypos)
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{
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- if (undistort)
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- return image.Sample(textureSampler, pixel_coord(xpos, ypos));
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- else
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- return image.Sample(textureSampler, float2(xpos, ypos));
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+ return image.Sample(textureSampler, undistort_coord(xpos, ypos));
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}
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-float4 get_line(float ypos, float4 xpos, float4 linetaps, bool undistort)
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+float4 undistort_line(float4 xpos, float ypos, float4 rowtaps)
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{
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- return
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- pixel(xpos.r, ypos, undistort) * linetaps.r +
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- pixel(xpos.g, ypos, undistort) * linetaps.g +
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- pixel(xpos.b, ypos, undistort) * linetaps.b +
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- pixel(xpos.a, ypos, undistort) * linetaps.a;
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+ return undistort_pixel(xpos.x, ypos) * rowtaps.x +
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+ undistort_pixel(xpos.y, ypos) * rowtaps.y +
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+ undistort_pixel(xpos.z, ypos) * rowtaps.z +
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+ undistort_pixel(xpos.w, ypos) * rowtaps.w;
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}
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-float4 DrawBicubic(VertData v_in, bool undistort)
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+float4 DrawBicubic(FragData f_in, bool undistort)
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{
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float2 stepxy = base_dimension_i;
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- float2 pos = v_in.uv + stepxy * 0.5;
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- float2 f = frac(pos / stepxy);
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+ float2 pos = f_in.uv + stepxy * 0.5;
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+ float2 f = frac(pos * base_dimension);
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float4 rowtaps = weight4(1.0 - f.x);
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float4 coltaps = weight4(1.0 - f.y);
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- /* make sure all taps added together is exactly 1.0, otherwise some
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- * (very small) distortion can occur */
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- rowtaps /= rowtaps.r + rowtaps.g + rowtaps.b + rowtaps.a;
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- coltaps /= coltaps.r + coltaps.g + coltaps.b + coltaps.a;
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-
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- float2 xystart = (-1.5 - f) * stepxy + pos;
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- float4 xpos = float4(
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- xystart.x,
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- xystart.x + stepxy.x,
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- xystart.x + stepxy.x * 2.0,
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- xystart.x + stepxy.x * 3.0
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- );
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-
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- return
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- get_line(xystart.y , xpos, rowtaps, undistort) * coltaps.r +
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- get_line(xystart.y + stepxy.y , xpos, rowtaps, undistort) * coltaps.g +
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- get_line(xystart.y + stepxy.y * 2.0, xpos, rowtaps, undistort) * coltaps.b +
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- get_line(xystart.y + stepxy.y * 3.0, xpos, rowtaps, undistort) * coltaps.a;
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+ float2 uv0 = (-1.5 - f) * stepxy + pos;
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+ float2 uv1 = uv0 + stepxy;
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+ float2 uv2 = uv1 + stepxy;
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+ float2 uv3 = uv2 + stepxy;
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+
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+ if (undistort) {
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+ float4 xpos = float4(uv0.x, uv1.x, uv2.x, uv3.x);
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+ return undistort_line(xpos, uv0.y, rowtaps) * coltaps.x +
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+ undistort_line(xpos, uv1.y, rowtaps) * coltaps.y +
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+ undistort_line(xpos, uv2.y, rowtaps) * coltaps.z +
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+ undistort_line(xpos, uv3.y, rowtaps) * coltaps.w;
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+ }
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+
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+ float u_weight_sum = rowtaps.y + rowtaps.z;
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+ float u_middle_offset = rowtaps.z * stepxy.x / u_weight_sum;
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+ float u_middle = uv1.x + u_middle_offset;
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+
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+ float v_weight_sum = coltaps.y + coltaps.z;
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+ float v_middle_offset = coltaps.z * stepxy.y / v_weight_sum;
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+ float v_middle = uv1.y + v_middle_offset;
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+
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+ int2 coord_top_left = int2(max(uv0 * base_dimension, 0.5));
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+ int2 coord_bottom_right = int2(min(uv3 * base_dimension, base_dimension - 0.5));
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+
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+ float4 top = image.Load(int3(coord_top_left, 0)) * rowtaps.x;
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+ top += image.Sample(textureSampler, float2(u_middle, uv0.y)) * u_weight_sum;
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+ top += image.Load(int3(coord_bottom_right.x, coord_top_left.y, 0)) * rowtaps.w;
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+ float4 total = top * coltaps.x;
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+
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+ float4 middle = image.Sample(textureSampler, float2(uv0.x, v_middle)) * rowtaps.x;
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+ middle += image.Sample(textureSampler, float2(u_middle, v_middle)) * u_weight_sum;
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+ middle += image.Sample(textureSampler, float2(uv3.x, v_middle)) * rowtaps.w;
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+ total += middle * v_weight_sum;
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+
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+ float4 bottom = image.Load(int3(coord_top_left.x, coord_bottom_right.y, 0)) * rowtaps.x;
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+ bottom += image.Sample(textureSampler, float2(u_middle, uv3.y)) * u_weight_sum;
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+ bottom += image.Load(int3(coord_bottom_right, 0)) * rowtaps.w;
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+ total += bottom * coltaps.w;
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+
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+ return total;
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}
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-float4 PSDrawBicubicRGBA(VertData v_in, bool undistort) : TARGET
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+float4 PSDrawBicubicRGBA(FragData f_in, bool undistort) : TARGET
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{
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- return DrawBicubic(v_in, undistort);
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+ return DrawBicubic(f_in, undistort);
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}
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-float4 PSDrawBicubicRGBADivide(VertData v_in) : TARGET
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+float4 PSDrawBicubicRGBADivide(FragData f_in) : TARGET
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{
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- float4 rgba = DrawBicubic(v_in, false);
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+ float4 rgba = DrawBicubic(f_in, false);
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float alpha = rgba.a;
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float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
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return float4(rgba.rgb * multiplier, alpha);
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@@ -142,7 +165,7 @@ technique Draw
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pass
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{
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vertex_shader = VSDefault(v_in);
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- pixel_shader = PSDrawBicubicRGBA(v_in, false);
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+ pixel_shader = PSDrawBicubicRGBA(f_in, false);
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}
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}
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@@ -151,7 +174,7 @@ technique DrawAlphaDivide
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pass
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{
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vertex_shader = VSDefault(v_in);
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- pixel_shader = PSDrawBicubicRGBADivide(v_in);
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+ pixel_shader = PSDrawBicubicRGBADivide(f_in);
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}
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}
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@@ -160,6 +183,6 @@ technique DrawUndistort
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pass
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{
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vertex_shader = VSDefault(v_in);
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- pixel_shader = PSDrawBicubicRGBA(v_in, true);
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+ pixel_shader = PSDrawBicubicRGBA(f_in, true);
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}
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}
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