/* COMPATIBILITY - HLSL compilers - Cg compilers */ /* Copyright (C) 2010 Team XBMC http://www.xbmc.org Copyright (C) 2011 Stefanos A. http://www.opentk.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, 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 XBMC; see the file COPYING. If not, write to the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. http://www.gnu.org/copyleft/gpl.html From this forum post: http://board.byuu.org/viewtopic.php?p=33488#p33488 */ /* Default Vertex shader */ void main_vertex ( float4 position : POSITION, float2 texCoord1 : TEXCOORD0, uniform float4x4 modelViewProj, out float4 oPosition : POSITION, out float2 otexCoord : TEXCOORD ) { oPosition = mul(modelViewProj, position); otexCoord = texCoord1; } struct output { float4 color : COLOR; }; struct input { float2 video_size; float2 texture_size; float2 output_size; float frame_count; float frame_direction; float frame_rotation; }; float weight(float x) { float ax = abs(x); // Mitchel-Netravali coefficients. // Best psychovisual result. const float B = 1.0 / 3.0; const float C = 1.0 / 3.0; // 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)); } float3 pixel(float xpos, float ypos, uniform sampler2D s_p) { return tex2D(s_p, float2(xpos, ypos)).rgb; } float3 line_run(float ypos, float4 xpos, float4 linetaps, uniform sampler2D s_p) { return pixel(xpos.r, ypos, s_p) * linetaps.r + pixel(xpos.g, ypos, s_p) * linetaps.g + pixel(xpos.b, ypos, s_p) * linetaps.b + pixel(xpos.a, ypos, s_p) * linetaps.a; } output main_fragment (in float4 vpos : POSITION, float2 tex : TEXCOORD0, uniform input IN, uniform sampler2D s_p : TEXUNIT0) { float2 stepxy = float2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y); float2 pos = tex.xy + stepxy * 0.5; float2 f = frac(pos / stepxy); float4 linetaps = weight4(1.0 - f.x); float4 columntaps = weight4(1.0 - f.y); //make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a; columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.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); // final sum and weight normalization output OUT; OUT.color = float4(line_run(xystart.y , xpos, linetaps, s_p) * columntaps.r + line_run(xystart.y + stepxy.y , xpos, linetaps, s_p) * columntaps.g + line_run(xystart.y + stepxy.y * 2.0, xpos, linetaps, s_p) * columntaps.b + line_run(xystart.y + stepxy.y * 3.0, xpos, linetaps, s_p) * columntaps.a,1); return OUT; }