|
@@ -0,0 +1,139 @@
|
|
|
+/*
|
|
|
+ * lanczos sharper
|
|
|
+ * note - this shader is adapted from the GPL bsnes shader, very good stuff
|
|
|
+ * there.
|
|
|
+ */
|
|
|
+
|
|
|
+uniform float4x4 ViewProj;
|
|
|
+uniform texture2d image;
|
|
|
+uniform float4x4 color_matrix;
|
|
|
+uniform float3 color_range_min = {0.0, 0.0, 0.0};
|
|
|
+uniform float3 color_range_max = {1.0, 1.0, 1.0};
|
|
|
+uniform float2 base_dimension_i;
|
|
|
+
|
|
|
+sampler_state textureSampler
|
|
|
+{
|
|
|
+ AddressU = Clamp;
|
|
|
+ AddressV = Clamp;
|
|
|
+ Filter = Linear;
|
|
|
+};
|
|
|
+
|
|
|
+struct VertData {
|
|
|
+ float4 pos : POSITION;
|
|
|
+ float2 uv : TEXCOORD0;
|
|
|
+};
|
|
|
+
|
|
|
+VertData VSDefault(VertData input)
|
|
|
+{
|
|
|
+ VertData vert_out;
|
|
|
+ vert_out.pos = mul(float4(input.pos.xyz, 1.0), ViewProj);
|
|
|
+ vert_out.uv = input.uv;
|
|
|
+ return vert_out;
|
|
|
+}
|
|
|
+
|
|
|
+float sinc(float x)
|
|
|
+{
|
|
|
+ const float PIval = 3.1415926535897932384626433832795;
|
|
|
+ return sin(x * PIval) / (x * PIval);
|
|
|
+}
|
|
|
+
|
|
|
+float weight(float x, float radius)
|
|
|
+{
|
|
|
+ float ax = abs(x);
|
|
|
+ if (x == 0.0)
|
|
|
+ return 1.0;
|
|
|
+ else if (ax < radius)
|
|
|
+ return sinc(x) * sinc(x / radius);
|
|
|
+ else
|
|
|
+ return 0.0;
|
|
|
+}
|
|
|
+
|
|
|
+float3 weight3(float x)
|
|
|
+{
|
|
|
+ return float3(
|
|
|
+ weight(x * 2.0 + 0.0 * 2.0 - 3.0, 3.0),
|
|
|
+ weight(x * 2.0 + 1.0 * 2.0 - 3.0, 3.0),
|
|
|
+ weight(x * 2.0 + 2.0 * 2.0 - 3.0, 3.0));
|
|
|
+}
|
|
|
+
|
|
|
+float4 pixel(float xpos, float ypos)
|
|
|
+{
|
|
|
+ return image.Sample(textureSampler, float2(xpos, ypos));
|
|
|
+}
|
|
|
+
|
|
|
+float4 get_line(float ypos, float3 xpos1, float3 xpos2, float3 rowtap1,
|
|
|
+ float3 rowtap2)
|
|
|
+{
|
|
|
+ return
|
|
|
+ pixel(xpos1.r, ypos) * rowtap1.r +
|
|
|
+ pixel(xpos1.g, ypos) * rowtap2.r +
|
|
|
+ pixel(xpos1.b, ypos) * rowtap1.g +
|
|
|
+ pixel(xpos2.r, ypos) * rowtap2.g +
|
|
|
+ pixel(xpos2.g, ypos) * rowtap1.b +
|
|
|
+ pixel(xpos2.b, ypos) * rowtap2.b;
|
|
|
+}
|
|
|
+
|
|
|
+float4 DrawLanczos(VertData input)
|
|
|
+{
|
|
|
+ float2 stepxy = base_dimension_i;
|
|
|
+ float2 pos = input.uv + stepxy * 0.5;
|
|
|
+ float2 f = frac(pos / stepxy);
|
|
|
+
|
|
|
+ float3 rowtap1 = weight3((1.0 - f.x) / 2.0);
|
|
|
+ float3 rowtap2 = weight3((1.0 - f.x) / 2.0 + 0.5);
|
|
|
+ float3 coltap1 = weight3((1.0 - f.y) / 2.0);
|
|
|
+ float3 coltap2 = weight3((1.0 - f.y) / 2.0 + 0.5);
|
|
|
+
|
|
|
+ /* make sure all taps added together is exactly 1.0, otherwise some
|
|
|
+ * (very small) distortion can occur */
|
|
|
+ float suml = rowtap1.r + rowtap1.g + rowtap1.b + rowtap2.r + rowtap2.g + rowtap2.b;
|
|
|
+ float sumc = coltap1.r + coltap1.g + coltap1.b + coltap2.r + coltap2.g + coltap2.b;
|
|
|
+ rowtap1 /= suml;
|
|
|
+ rowtap2 /= suml;
|
|
|
+ coltap1 /= sumc;
|
|
|
+ coltap2 /= sumc;
|
|
|
+
|
|
|
+ float2 xystart = (-2.5 - f) * stepxy + pos;
|
|
|
+ float3 xpos1 = float3(xystart.x , xystart.x + stepxy.x , xystart.x + stepxy.x * 2.0);
|
|
|
+ float3 xpos2 = float3(xystart.x + stepxy.x * 3.0, xystart.x + stepxy.x * 4.0, xystart.x + stepxy.x * 5.0);
|
|
|
+
|
|
|
+ return
|
|
|
+ get_line(xystart.y , xpos1, xpos2, rowtap1, rowtap2) * coltap1.r +
|
|
|
+ get_line(xystart.y + stepxy.y , xpos1, xpos2, rowtap1, rowtap2) * coltap2.r +
|
|
|
+ get_line(xystart.y + stepxy.y * 2.0, xpos1, xpos2, rowtap1, rowtap2) * coltap1.g +
|
|
|
+ get_line(xystart.y + stepxy.y * 3.0, xpos1, xpos2, rowtap1, rowtap2) * coltap2.g +
|
|
|
+ get_line(xystart.y + stepxy.y * 4.0, xpos1, xpos2, rowtap1, rowtap2) * coltap1.b +
|
|
|
+ get_line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, rowtap1, rowtap2) * coltap2.b;
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSDrawLanczosRGBA(VertData input) : TARGET
|
|
|
+{
|
|
|
+ return DrawLanczos(input);
|
|
|
+}
|
|
|
+
|
|
|
+float4 PSDrawLanczosMatrix(VertData input) : TARGET
|
|
|
+{
|
|
|
+ float4 rgba = DrawLanczos(input);
|
|
|
+ float4 yuv;
|
|
|
+
|
|
|
+ yuv.xyz = clamp(rgba.xyz, color_range_min, color_range_max);
|
|
|
+ return saturate(mul(float4(yuv.xyz, 1.0), color_matrix));
|
|
|
+}
|
|
|
+
|
|
|
+technique Draw
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSDefault(input);
|
|
|
+ pixel_shader = PSDrawLanczosRGBA(input);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+technique DrawMatrix
|
|
|
+{
|
|
|
+ pass
|
|
|
+ {
|
|
|
+ vertex_shader = VSDefault(input);
|
|
|
+ pixel_shader = PSDrawLanczosMatrix(input);
|
|
|
+ }
|
|
|
+}
|