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- /*
- Hyllian's Data Dependent Triangulation Shader + gamma correction
- Copyright (C) 2011-2012 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.
- */
- const static float3 dtt = float3(65536,255,1);
- float reduce(half3 color)
- {
- return dot(color, dtt);
- }
- float3 bilinear(float p, float q, half3 A, half3 B, half3 C, half3 D)
- {
- return ((1-p)*(1-q)*A + p*(1-q)*B + (1-p)*q*C + p*q*D);
- }
- struct input
- {
- half2 video_size;
- float2 texture_size;
- half2 output_size;
- };
- struct out_vertex {
- half4 position : POSITION;
- half4 color : COLOR;
- float2 texCoord : TEXCOORD0;
- half4 t1;
- half2 loc;
- };
- // Constants used with gamma correction.
- #define InputGamma 2.4
- #define OutputGamma 2.2
- #define GAMMA_IN(color) pow(color, float3(InputGamma))
- #define GAMMA_OUT(color) pow(color, float3(1.0 / OutputGamma))
- #define TEX2D(coords) GAMMA_IN( tex2D(decal, coords).rgb )
- /* VERTEX_SHADER */
- out_vertex main_vertex
- (
- half4 position : POSITION,
- half4 color : COLOR,
- float2 texCoord : TEXCOORD0,
- uniform half4x4 modelViewProj,
- uniform input IN
- )
- {
- out_vertex OUT;
- OUT.position = mul(modelViewProj, position);
- OUT.color = color;
- half2 ps = half2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y);
- half dx = ps.x;
- half dy = ps.y;
- OUT.texCoord = texCoord;
- OUT.t1.xy = half2( dx, 0); // F
- OUT.t1.zw = half2( 0, dy); // H
- OUT.loc = texCoord*IN.texture_size;
- return OUT;
- }
- /* FRAGMENT SHADER */
- float4 main_fragment(in out_vertex VAR, uniform sampler2D decal : TEXUNIT0, uniform input IN) : COLOR
- {
- float2 pos = frac(VAR.loc)-float2(0.5); // pos = pixel position
- float2 dir = sign(pos); // dir = pixel direction
- float2 g1 = dir*VAR.t1.xy;
- float2 g2 = dir*VAR.t1.zw;
- half3 A = TEX2D(VAR.texCoord ).xyz;
- half3 B = TEX2D(VAR.texCoord +g1 ).xyz;
- half3 C = TEX2D(VAR.texCoord +g2).xyz;
- half3 D = TEX2D(VAR.texCoord +g1+g2).xyz;
- float a = reduce(A);
- float b = reduce(B);
- float c = reduce(C);
- float d = reduce(D);
- float p = abs(pos.x);
- float q = abs(pos.y);
- float k = distance(pos,g1);
- float l = distance(pos,g2);
- if (abs(a-d) < abs(b-c))
- {
- if (k < l)
- {
- C = A + D - B;
- }
- else if (k > l)
- {
- B = A + D - C;
- }
- }
- else if (abs(a-d) > abs(b-c))
- {
- D = B + C - A;
- }
- float3 color = bilinear(p, q, A, B, C, D);
- return float4(clamp( GAMMA_OUT(color), 0.0, 1.0 ), 1.0);
- }
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