106 lines
3.2 KiB
Plaintext
106 lines
3.2 KiB
Plaintext
/*
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Copyright (C) 2007 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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struct tex_coords
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{
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float4 t1;
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float4 t2;
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float4 t3;
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float4 t4;
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float4 t5;
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float4 t6;
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};
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struct input
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{
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float2 video_size;
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float2 texture_size;
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float2 output_size;
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};
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void main_vertex
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(
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float4 position : POSITION,
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out float4 oPosition : POSITION,
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uniform float4x4 modelViewProj,
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float4 color : COLOR,
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out float4 oColor : COLOR,
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float2 tex : TEXCOORD,
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out float2 oTex : TEXCOORD,
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uniform input IN,
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out tex_coords coords
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)
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{
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oPosition = mul(modelViewProj, position);
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oColor = color;
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oTex = tex;
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float2 ps = 0.5 / IN.texture_size;
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float dx = ps.x;
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float dy = ps.y;
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float sx = ps.x * 0.5;
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float sy = ps.y * 0.5;
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coords = tex_coords (
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float4(tex, tex) + float4(-dx, -dy, dx, -dy), // outer diag. texels
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float4(tex, tex) + float4(dx, dy, -dx, dy),
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float4(tex, tex) + float4(-sx, -sy, sx, -sy), // inner diag. texels
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float4(tex, tex) + float4(sx, sy, -sx, sy),
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float4(tex, tex) + float4(-dx, 0, dx, 0), // inner hor/vert texels
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float4(tex, tex) + float4(0, -dy, 0, dy)
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);
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}
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float4 main_fragment (float2 tex : TEXCOORD, in tex_coords co, uniform input IN, uniform sampler2D s0 : TEXUNIT0) : COLOR
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{
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float3 dt = float3(1.0, 1.0, 1.0);
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float3 c11 = tex2D(s0, tex).xyz;
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float3 c00 = tex2D(s0, co.t1.xy).xyz;
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float3 c20 = tex2D(s0, co.t1.zw).xyz;
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float3 c22 = tex2D(s0, co.t2.xy).xyz;
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float3 c02 = tex2D(s0, co.t2.zw).xyz;
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float3 s00 = tex2D(s0, co.t3.xy).xyz;
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float3 s20 = tex2D(s0, co.t3.zw).xyz;
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float3 s22 = tex2D(s0, co.t4.xy).xyz;
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float3 s02 = tex2D(s0, co.t4.zw).xyz;
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float3 c01 = tex2D(s0, co.t5.xy).xyz;
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float3 c21 = tex2D(s0, co.t5.zw).xyz;
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float3 c10 = tex2D(s0, co.t6.xy).xyz;
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float3 c12 = tex2D(s0, co.t6.zw).xyz;
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float d1 = dot(abs(c00 - c22), dt) + 0.0001;
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float d2 = dot(abs(c20 - c02), dt) + 0.0001;
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float hl = dot(abs(c01 - c21), dt) + 0.0001;
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float vl = dot(abs(c10 - c12), dt) + 0.0001;
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float m1 = dot(abs(c00 - c22), dt) + 0.001;
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float m2 = dot(abs(c02 - c20), dt) + 0.001;
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float3 t1 =(hl * (c10 + c12) + vl * (c01 + c21) + (hl + vl) * c11) / (3.0 * (hl + vl));
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float3 t2 =(d1 * (c20 + c02) + d2 * (c00 + c22) + (d1 + d2) * c11) / (3.0 * (d1 + d2));
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return float4(0.25 * (t1 + t2 + (m2 * (s00 + s22) + m1 * (s02 + s20)) / (m1 + m2)), 1.0);
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}
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