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- /* COMPATIBILITY
- - HLSL compilers
- - Cg compilers
- */
- /*
- Hyllian's ddt-jinc2-lobe with anti-ringing Shader
- Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@gmail.com
- This program is free software; you can redistribute it and/or
- modify it under the terms of the GNU General Public License
- as published by the Free Software Foundation; either version 2
- of the License, or (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
- /*
- This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5,
- where r1 and r2 are the first two zeros of jinc function.
- For a jinc 2-lobe best approximation, use A=0.5 and B=0.825.
- */
- // A=0.5, B=0.825 is the best jinc approximation for x<2.5. if B=1.0, it's a lanczos filter.
- // Increase A to get more blur. Decrease it to get a sharper picture.
- // B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns.
- #define A 0.4
- #define B 0.9
- const static float halfpi = 1.5707963267948966192313216916398;
- const static float pi = 3.1415926535897932384626433832795;
- const static float wa = A*pi;
- const static float wb = B*pi;
- const static float3 dtt = float3(65536,255,1);
- float reduce(float3 color)
- {
- return dot(color, dtt);
- }
- // Calculates the distance between two points
- float d(float2 pt1, float2 pt2)
- {
- float2 v = pt2 - pt1;
- return sqrt(dot(v,v));
- }
- float3 min4(float3 a, float3 b, float3 c, float3 d)
- {
- return min(a, min(b, min(c, d)));
- }
- float3 max4(float3 a, float3 b, float3 c, float3 d)
- {
- return max(a, max(b, max(c, d)));
- }
- struct input
- {
- float2 video_size;
- float2 texture_size;
- float2 output_size;
- float frame_count;
- float frame_direction;
- float frame_rotation;
- };
- struct out_vertex {
- float4 position : POSITION;
- float4 color : COLOR;
- float2 texCoord : TEXCOORD0;
- };
- /* VERTEX_SHADER */
- out_vertex main_vertex
- (
- float4 position : POSITION,
- float4 color : COLOR,
- float2 texCoord1 : TEXCOORD0,
- uniform float4x4 modelViewProj,
- uniform input IN
- )
- {
- // This line fix a bug in ATI cards.
- float2 tex = texCoord1;
- out_vertex OUT = {
- mul(modelViewProj, position),
- color,
- tex
- };
- return OUT;
- }
- float4 lanczos(float4 x)
- {
- float4 res;
- res = (x==float4(0.0, 0.0, 0.0, 0.0)) ? float4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
- return res;
- }
- float4 main_fragment(in out_vertex VAR, uniform sampler2D s_p : TEXUNIT0, uniform input IN) : COLOR
- {
- float3 color;
- float4x4 weights;
- float2 dx = float2(1.0, 0.0);
- float2 dy = float2(0.0, 1.0);
- float2 pc = VAR.texCoord*IN.texture_size;
- float2 tc = (floor(pc-float2(0.5,0.5))+float2(0.5,0.5));
- float2 pos = frac(pc-float2(0.5,0.5));
- weights[0] = lanczos(float4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
- weights[1] = lanczos(float4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
- weights[2] = lanczos(float4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
- weights[3] = lanczos(float4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
- dx = dx/IN.texture_size;
- dy = dy/IN.texture_size;
- tc = tc/IN.texture_size;
- // reading the texels
- float3 c00 = tex2D(s_p, tc -dx -dy).xyz;
- float3 c10 = tex2D(s_p, tc -dy).xyz;
- float3 c20 = tex2D(s_p, tc +dx -dy).xyz;
- float3 c30 = tex2D(s_p, tc+2.0*dx -dy).xyz;
- float3 c01 = tex2D(s_p, tc -dx ).xyz;
- float3 c11 = tex2D(s_p, tc ).xyz;
- float3 c21 = tex2D(s_p, tc +dx ).xyz;
- float3 c31 = tex2D(s_p, tc+2.0*dx ).xyz;
- float3 c02 = tex2D(s_p, tc -dx +dy).xyz;
- float3 c12 = tex2D(s_p, tc +dy).xyz;
- float3 c22 = tex2D(s_p, tc +dx +dy).xyz;
- float3 c32 = tex2D(s_p, tc+2.0*dx +dy).xyz;
- float3 c03 = tex2D(s_p, tc -dx+2.0*dy).xyz;
- float3 c13 = tex2D(s_p, tc +2.0*dy).xyz;
- float3 c23 = tex2D(s_p, tc +dx+2.0*dy).xyz;
- float3 c33 = tex2D(s_p, tc+2.0*dx+2.0*dy).xyz;
- float a = reduce(c11);
- float b = reduce(c21);
- float c = reduce(c12);
- float d = reduce(c22);
- float p = abs(pos.x);
- float q = abs(pos.y);
- /*
- A B
- C D
- */
- // Get min/max samples
- float3 min_sample = min4(c11, c21, c12, c22);
- float3 max_sample = max4(c11, c21, c12, c22);
- if (abs(a-d) < abs(b-c))
- {
- if (q <= p)
- {
- c12 = c11 + c22 - c21;
- // c01 = c11 + c02 - c12;
- // c23 = c13 + c22 - c12;
- // c03 = c13 + c02 - c12;
- // c01 = c23 = c02 = c13 = c03 = c12;
- }
- else
- {
- c21 = c11 + c22 - c12;
- // c10 = c11 + c20 - c21;
- // c32 = c22 + c31 - c21;
- // c30 = c31 + c20 - c21;
- // c10 = c32 = c20 = c31 = c30 = c21;
- }
- }
- else if (abs(a-d) > abs(b-c))
- {
- if ((p+q) < 1.0)
- {
- c22 = c21 + c12 - c11;
- // c31 = c21 + c32 - c22;
- // c13 = c23 + c12 - c22;
- // c33 = c23 + c32 - c22;
- // c13 = c31 = c23 = c32 = c33 = c22;
- }
- else
- {
- c11 = c21 + c12 - c22;
- // c20 = c21 + c10 - c11;
- // c02 = c01 + c12 - c11;
- // c00 = c10 + c01 - c11;
- // c02 = c20 = c01 = c10 = c00 = c11;
- }
- }
- color = mul(weights[0], float4x3(c00, c10, c20, c30));
- color+= mul(weights[1], float4x3(c01, c11, c21, c31));
- color+= mul(weights[2], float4x3(c02, c12, c22, c32));
- color+= mul(weights[3], float4x3(c03, c13, c23, c33));
- color = color/(dot(mul(weights, float4(1)), 1));
- // Anti-ringing
- color = clamp(color, min_sample, max_sample);
- // final sum and weight normalization
- return float4(color, 1);
- }
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