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							- /*
 
-  * bicubic sharper (better for downscaling)
 
-  * note - this shader is adapted from the GPL bsnes shader, very good stuff
 
-  * there.
 
-  */
 
- uniform float4x4 ViewProj;
 
- uniform texture2d image;
 
- uniform float2 base_dimension;
 
- uniform float2 base_dimension_i;
 
- uniform float undistort_factor = 1.0;
 
- sampler_state textureSampler {
 
- 	Filter    = Linear;
 
- 	AddressU  = Clamp;
 
- 	AddressV  = Clamp;
 
- };
 
- struct VertData {
 
- 	float4 pos : POSITION;
 
- 	float2 uv  : TEXCOORD0;
 
- };
 
- struct VertOut {
 
- 	float2 uv  : TEXCOORD0;
 
- 	float4 pos : POSITION;
 
- };
 
- struct FragData {
 
- 	float2 uv : TEXCOORD0;
 
- };
 
- VertOut VSDefault(VertData v_in)
 
- {
 
- 	VertOut vert_out;
 
- 	vert_out.uv = v_in.uv * base_dimension;
 
- 	vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
 
- 	return vert_out;
 
- }
 
- float4 weight4(float x)
 
- {
 
- 	/* Sharper version.  May look better in some cases. B=0, C=0.75 */
 
- 	return float4(
 
- 		((-0.75 * x + 1.5) * x - 0.75) * x,
 
- 		(1.25 * x - 2.25) * x * x + 1.0,
 
- 		((-1.25 * x + 1.5) * x + 0.75) * x,
 
- 		(0.75 * x - 0.75) * x * x);
 
- }
 
- float AspectUndistortX(float x, float a)
 
- {
 
- 	// The higher the power, the longer the linear part will be.
 
- 	return (1.0 - a) * (x * x * x * x * x) + a * x;
 
- }
 
- float AspectUndistortU(float u)
 
- {
 
- 	// Normalize texture coord to -1.0 to 1.0 range, and back.
 
- 	return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5;
 
- }
 
- float2 undistort_coord(float xpos, float ypos)
 
- {
 
- 	return float2(AspectUndistortU(xpos), ypos);
 
- }
 
- float4 undistort_pixel(float xpos, float ypos)
 
- {
 
- 	return image.Sample(textureSampler, undistort_coord(xpos, ypos));
 
- }
 
- float4 undistort_line(float4 xpos, float ypos, float4 rowtaps)
 
- {
 
- 	return undistort_pixel(xpos.x, ypos) * rowtaps.x +
 
- 	       undistort_pixel(xpos.y, ypos) * rowtaps.y +
 
- 	       undistort_pixel(xpos.z, ypos) * rowtaps.z +
 
- 	       undistort_pixel(xpos.w, ypos) * rowtaps.w;
 
- }
 
- float4 DrawBicubic(FragData f_in, bool undistort)
 
- {
 
- 	float2 pos = f_in.uv;
 
- 	float2 pos1 = floor(pos - 0.5) + 0.5;
 
- 	float2 f = pos - pos1;
 
- 	float4 rowtaps = weight4(f.x);
 
- 	float4 coltaps = weight4(f.y);
 
- 	float2 uv1 = pos1 * base_dimension_i;
 
- 	float2 uv0 = uv1 - base_dimension_i;
 
- 	float2 uv2 = uv1 + base_dimension_i;
 
- 	float2 uv3 = uv2 + base_dimension_i;
 
- 	if (undistort) {
 
- 		float4 xpos = float4(uv0.x, uv1.x, uv2.x, uv3.x);
 
- 		return undistort_line(xpos, uv0.y, rowtaps) * coltaps.x +
 
- 		       undistort_line(xpos, uv1.y, rowtaps) * coltaps.y +
 
- 		       undistort_line(xpos, uv2.y, rowtaps) * coltaps.z +
 
- 		       undistort_line(xpos, uv3.y, rowtaps) * coltaps.w;
 
- 	}
 
- 	float u_weight_sum = rowtaps.y + rowtaps.z;
 
- 	float u_middle_offset = rowtaps.z * base_dimension_i.x / u_weight_sum;
 
- 	float u_middle = uv1.x + u_middle_offset;
 
- 	float v_weight_sum = coltaps.y + coltaps.z;
 
- 	float v_middle_offset = coltaps.z * base_dimension_i.y / v_weight_sum;
 
- 	float v_middle = uv1.y + v_middle_offset;
 
- 	int2 coord_top_left = int2(max(uv0 * base_dimension, 0.5));
 
- 	int2 coord_bottom_right = int2(min(uv3 * base_dimension, base_dimension - 0.5));
 
- 	float4 top = image.Load(int3(coord_top_left, 0)) * rowtaps.x;
 
- 	top += image.Sample(textureSampler, float2(u_middle, uv0.y)) * u_weight_sum;
 
- 	top += image.Load(int3(coord_bottom_right.x, coord_top_left.y, 0)) * rowtaps.w;
 
- 	float4 total = top * coltaps.x;
 
- 	float4 middle = image.Sample(textureSampler, float2(uv0.x, v_middle)) * rowtaps.x;
 
- 	middle += image.Sample(textureSampler, float2(u_middle, v_middle)) * u_weight_sum;
 
- 	middle += image.Sample(textureSampler, float2(uv3.x, v_middle)) * rowtaps.w;
 
- 	total += middle * v_weight_sum;
 
- 	float4 bottom = image.Load(int3(coord_top_left.x, coord_bottom_right.y, 0)) * rowtaps.x;
 
- 	bottom += image.Sample(textureSampler, float2(u_middle, uv3.y)) * u_weight_sum;
 
- 	bottom += image.Load(int3(coord_bottom_right, 0)) * rowtaps.w;
 
- 	total += bottom * coltaps.w;
 
- 	return total;
 
- }
 
- float4 PSDrawBicubicRGBA(FragData f_in, bool undistort) : TARGET
 
- {
 
- 	return DrawBicubic(f_in, undistort);
 
- }
 
- float4 PSDrawBicubicRGBADivide(FragData f_in) : TARGET
 
- {
 
- 	float4 rgba = DrawBicubic(f_in, false);
 
- 	float alpha = rgba.a;
 
- 	float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
 
- 	return float4(rgba.rgb * multiplier, alpha);
 
- }
 
- technique Draw
 
- {
 
- 	pass
 
- 	{
 
- 		vertex_shader = VSDefault(v_in);
 
- 		pixel_shader = PSDrawBicubicRGBA(f_in, false);
 
- 	}
 
- }
 
- technique DrawAlphaDivide
 
- {
 
- 	pass
 
- 	{
 
- 		vertex_shader = VSDefault(v_in);
 
- 		pixel_shader = PSDrawBicubicRGBADivide(f_in);
 
- 	}
 
- }
 
- technique DrawUndistort
 
- {
 
- 	pass
 
- 	{
 
- 		vertex_shader = VSDefault(v_in);
 
- 		pixel_shader = PSDrawBicubicRGBA(f_in, true);
 
- 	}
 
- }
 
 
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