Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- /*
- bicubic-fast Shader
- Programmed by Hyllian - 2012
- */
- const static float4x4 invX = float4x4(-1.0/6.0, 0.5, -1.0/3.0, 0.0,
- 0.5, -1.0, -0.5, 1.0,
- -0.5, 0.5, 1.0, 0.0,
- 1.0/6.0, 0.0, -1.0/6.0, 0.0);
- const static float4x4 invY = float4x4(-1.0/6.0, 0.5, -0.5, 1.0/6.0,
- 0.5, -1.0, 0.5, 0.0,
- -1.0/3.0, -0.5, 1.0, -1.0/6.0,
- 0.0, 1.0, 0.0, 0.0);
- struct input
- {
- float2 video_size;
- float2 texture_size;
- float2 output_size;
- };
- struct out_vertex {
- float4 position : POSITION;
- float4 color : COLOR;
- float2 texCoord : TEXCOORD0;
- float4 t1;
- float4 t2;
- float4 t3;
- float4 t4;
- float4 t5;
- float4 t6;
- float4 t7;
- float2 t8;
- };
- /* VERTEX_SHADER */
- out_vertex main_vertex
- (
- float4 position : POSITION,
- float4 color : COLOR,
- float2 tex : TEXCOORD0,
- uniform float4x4 modelViewProj,
- uniform input IN
- )
- {
- float2 ps = float2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y);
- float dx = ps.x;
- float dy = ps.y;
- out_vertex OUT = {
- mul(modelViewProj, position),
- color,
- tex,
- float4(tex,tex) + float4( -dx, -dy, 0.0, -dy),
- float4(tex,tex) + float4( dx, -dy, 2.0*dx, -dy),
- float4(tex,tex) + float4( -dx, 0.0, dx, 0.0),
- float4(tex,tex) + float4(2.0*dx, 0.0, -dx, dy),
- float4(tex,tex) + float4( 0.0, dy, dx, dy),
- float4(tex,tex) + float4(2.0*dx, dy, -dx, 2.0*dy),
- float4(tex,tex) + float4( 0.0, 2.0*dy, dx, 2.0*dy),
- tex + float2(2.0*dx, 2.0*dy)
- };
- return OUT;
- }
- float4 main_fragment(in out_vertex VAR, uniform sampler2D s_p : TEXUNIT0, uniform input IN) : COLOR
- {
- float2 fp = frac(VAR.texCoord*IN.texture_size);
- float3 c00 = tex2D(s_p, VAR.t1.xy).xyz;
- float3 c01 = tex2D(s_p, VAR.t1.zw).xyz;
- float3 c02 = tex2D(s_p, VAR.t2.xy).xyz;
- float3 c03 = tex2D(s_p, VAR.t2.zw).xyz;
- float3 c10 = tex2D(s_p, VAR.t3.xy).xyz;
- float3 c11 = tex2D(s_p, VAR.texCoord).xyz;
- float3 c12 = tex2D(s_p, VAR.t3.zw).xyz;
- float3 c13 = tex2D(s_p, VAR.t4.xy).xyz;
- float3 c20 = tex2D(s_p, VAR.t4.zw).xyz;
- float3 c21 = tex2D(s_p, VAR.t5.xy).xyz;
- float3 c22 = tex2D(s_p, VAR.t5.zw).xyz;
- float3 c23 = tex2D(s_p, VAR.t6.xy).xyz;
- float3 c30 = tex2D(s_p, VAR.t6.zw).xyz;
- float3 c31 = tex2D(s_p, VAR.t7.xy).xyz;
- float3 c32 = tex2D(s_p, VAR.t7.zw).xyz;
- float3 c33 = tex2D(s_p, VAR.t8.xy).xyz;
- float4x4 red_matrix = float4x4(c00.x, c01.x, c02.x, c03.x,
- c10.x, c11.x, c12.x, c13.x,
- c20.x, c21.x, c22.x, c23.x,
- c30.x, c31.x, c32.x, c33.x);
- float4x4 green_matrix = float4x4(c00.y, c01.y, c02.y, c03.y,
- c10.y, c11.y, c12.y, c13.y,
- c20.y, c21.y, c22.y, c23.y,
- c30.y, c31.y, c32.y, c33.y);
- float4x4 blue_matrix = float4x4(c00.z, c01.z, c02.z, c03.z,
- c10.z, c11.z, c12.z, c13.z,
- c20.z, c21.z, c22.z, c23.z,
- c30.z, c31.z, c32.z, c33.z);
- float4x1 invX_Px = mul(invX, float4x1(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0));
- float1x4 Py_invY = mul(float1x4(fp.y*fp.y*fp.y, fp.y*fp.y, fp.y, 1.0), invY);
- float red = mul(Py_invY, mul( red_matrix, invX_Px));
- float green = mul(Py_invY, mul(green_matrix, invX_Px));
- float blue = mul(Py_invY, mul( blue_matrix, invX_Px));
- return float4(red, green, blue, 1.0);
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement