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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 float4x4 color_matrix;
- 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;
- };
- VertData VSDefault(VertData v_in)
- {
- VertData vert_out;
- vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
- vert_out.uv = v_in.uv;
- return vert_out;
- }
- float weight(float x)
- {
- float ax = abs(x);
- /* Sharper version. May look better in some cases. */
- const float B = 0.0;
- const float C = 0.75;
- if (ax < 1.0)
- return (pow(x, 2.0) *
- ((12.0 - 9.0 * B - 6.0 * C) * ax +
- (-18.0 + 12.0 * B + 6.0 * C)) +
- (6.0 - 2.0 * B))
- / 6.0;
- else if ((ax >= 1.0) && (ax < 2.0))
- return (pow(x, 2.0) *
- ((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) +
- (-12.0 * B - 48.0 * C) * ax +
- (8.0 * B + 24.0 * C))
- / 6.0;
- else
- return 0.0;
- }
- float4 weight4(float x)
- {
- return float4(
- weight(x - 2.0),
- weight(x - 1.0),
- weight(x),
- weight(x + 1.0));
- }
- 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 pixel_coord(float xpos, float ypos)
- {
- return float2(AspectUndistortU(xpos), ypos);
- }
- float4 pixel(float xpos, float ypos, bool undistort)
- {
- if (undistort)
- return image.Sample(textureSampler, pixel_coord(xpos, ypos));
- else
- return image.Sample(textureSampler, float2(xpos, ypos));
- }
- float4 get_line(float ypos, float4 xpos, float4 linetaps, bool undistort)
- {
- return
- pixel(xpos.r, ypos, undistort) * linetaps.r +
- pixel(xpos.g, ypos, undistort) * linetaps.g +
- pixel(xpos.b, ypos, undistort) * linetaps.b +
- pixel(xpos.a, ypos, undistort) * linetaps.a;
- }
- float4 DrawBicubic(VertData v_in, bool undistort)
- {
- float2 stepxy = base_dimension_i;
- float2 pos = v_in.uv + stepxy * 0.5;
- float2 f = frac(pos / stepxy);
- float4 rowtaps = weight4(1.0 - f.x);
- float4 coltaps = weight4(1.0 - f.y);
- /* make sure all taps added together is exactly 1.0, otherwise some
- * (very small) distortion can occur */
- rowtaps /= rowtaps.r + rowtaps.g + rowtaps.b + rowtaps.a;
- coltaps /= coltaps.r + coltaps.g + coltaps.b + coltaps.a;
- float2 xystart = (-1.5 - f) * stepxy + pos;
- float4 xpos = float4(
- xystart.x,
- xystart.x + stepxy.x,
- xystart.x + stepxy.x * 2.0,
- xystart.x + stepxy.x * 3.0
- );
- return
- get_line(xystart.y , xpos, rowtaps, undistort) * coltaps.r +
- get_line(xystart.y + stepxy.y , xpos, rowtaps, undistort) * coltaps.g +
- get_line(xystart.y + stepxy.y * 2.0, xpos, rowtaps, undistort) * coltaps.b +
- get_line(xystart.y + stepxy.y * 3.0, xpos, rowtaps, undistort) * coltaps.a;
- }
- float4 PSDrawBicubicRGBA(VertData v_in, bool undistort) : TARGET
- {
- return DrawBicubic(v_in, undistort);
- }
- float4 PSDrawBicubicMatrix(VertData v_in) : TARGET
- {
- float3 rgb = DrawBicubic(v_in, false).rgb;
- float3 yuv = mul(float4(saturate(rgb), 1.0), color_matrix).xyz;
- return float4(yuv, 1.0);
- }
- technique Draw
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSDrawBicubicRGBA(v_in, false);
- }
- }
- technique DrawUndistort
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSDrawBicubicRGBA(v_in, true);
- }
- }
- technique DrawMatrix
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSDrawBicubicMatrix(v_in);
- }
- }
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