BizHawk/Assets/Shaders/BizHawk/hq2x.hlsl

94 lines
2.8 KiB
HLSL

struct tex_coords
{
float2 c00 : TEXCOORD0;
float2 c01 : TEXCOORD1;
float2 c02 : TEXCOORD2;
float2 c10 : TEXCOORD3;
float2 c11 : TEXCOORD4;
float2 c12 : TEXCOORD5;
float2 c20 : TEXCOORD6;
float2 c21 : TEXCOORD7;
float2 c22 : COLOR0;
};
struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
};
void main_vertex
(
float4 position : POSITION,
out float4 oPosition : POSITION,
uniform float4x4 modelViewProj,
float2 tex : TEXCOORD0,
uniform input IN,
out tex_coords coords
)
{
oPosition = mul(modelViewProj, position);
float2 texsize = IN.texture_size;
float2 delta = 0.5 / texsize;
float dx = delta.x;
float dy = delta.y;
coords.c00 = tex + float2(-dx, -dy);
coords.c01 = tex + float2(-dx, 0.0);
coords.c02 = tex + float2(-dx, dy);
coords.c10 = tex + float2(0.0, -dy);
coords.c11 = tex + float2(0.0, 0.0);
coords.c12 = tex + float2(0.0, dy);
coords.c20 = tex + float2(dx, -dy);
coords.c21 = tex + float2(dx, 0);
coords.c22 = tex + float2(dx, dy);
}
static const float mx = 0.325; // start smoothing wt.
static const float k = -0.250; // wt. decrease factor
static const float max_w = 0.25; // max filter weigth
static const float min_w = -0.05; // min filter weigth
static const float lum_add = 0.25; // effects smoothing
float4 main_fragment (in tex_coords co, uniform sampler2D s_p : TEXUNIT0) : COLOR
{
float3 c00 = tex2D(s_p, co.c00).xyz;
float3 c01 = tex2D(s_p, co.c01).xyz;
float3 c02 = tex2D(s_p, co.c02).xyz;
float3 c10 = tex2D(s_p, co.c10).xyz;
float3 c11 = tex2D(s_p, co.c11).xyz;
float3 c12 = tex2D(s_p, co.c12).xyz;
float3 c20 = tex2D(s_p, co.c20).xyz;
float3 c21 = tex2D(s_p, co.c21).xyz;
float3 c22 = tex2D(s_p, co.c22).xyz;
float3 dt = float3(1.0,1.0,1.0);
float md1 = dot(abs(c00 - c22), dt);
float md2 = dot(abs(c02 - c20), dt);
float w1 = dot(abs(c22 - c11), dt) * md2;
float w2 = dot(abs(c02 - c11), dt) * md1;
float w3 = dot(abs(c00 - c11), dt) * md2;
float w4 = dot(abs(c20 - c11), dt) * md1;
float t1 = w1 + w3;
float t2 = w2 + w4;
float ww = max(t1, t2) + 0.0001;
c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);
float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);
float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);
w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);
w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);
w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);
return float4(w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11, 1.0);
}