152 lines
3.8 KiB
Plaintext
152 lines
3.8 KiB
Plaintext
/* COMPATIBILITY
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- HLSL compilers
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- Cg compilers
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*/
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/*
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Copyright (C) 2010 Team XBMC
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http://www.xbmc.org
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Copyright (C) 2011 Stefanos A.
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http://www.opentk.com
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This Program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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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 XBMC; see the file COPYING. If not, write to
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the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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http://www.gnu.org/copyleft/gpl.html
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From this forum post:
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http://board.byuu.org/viewtopic.php?p=33488#p33488
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*/
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/* Default Vertex shader */
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void main_vertex
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(
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float4 position : POSITION,
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//float4 color : COLOR,
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float2 texCoord1 : TEXCOORD0,
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uniform float4x4 modelViewProj,
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out float4 oPosition : POSITION,
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//out float4 oColor : COLOR,
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out float2 otexCoord : TEXCOORD
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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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otexCoord = texCoord1;
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}
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struct output
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{
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float4 color : COLOR;
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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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float frame_count;
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float frame_direction;
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float frame_rotation;
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};
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float weight(float x)
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{
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float ax = abs(x);
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// Mitchel-Netravali coefficients.
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// Best psychovisual result.
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const float B = 1.0 / 3.0;
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const float C = 1.0 / 3.0;
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// Sharper version.
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// May look better in some cases.
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//const float B = 0.0;
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//const float C = 0.75;
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if (ax < 1.0)
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{
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return
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(
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pow(x, 2.0) * ((12.0 - 9.0 * B - 6.0 * C) * ax + (-18.0 + 12.0 * B + 6.0 * C)) +
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(6.0 - 2.0 * B)
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) / 6.0;
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}
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else if ((ax >= 1.0) && (ax < 2.0))
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{
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return
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(
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pow(x, 2.0) * ((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) +
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(-12.0 * B - 48.0 * C) * ax + (8.0 * B + 24.0 * C)
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) / 6.0;
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}
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else
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{
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return 0.0;
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}
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}
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float4 weight4(float x)
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{
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return float4(
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weight(x - 2.0),
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weight(x - 1.0),
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weight(x),
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weight(x + 1.0));
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}
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float3 pixel(float xpos, float ypos, uniform sampler2D s_p)
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{
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return tex2D(s_p, float2(xpos, ypos)).rgb;
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}
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float3 line_run(float ypos, float4 xpos, float4 linetaps, uniform sampler2D s_p)
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{
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return
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pixel(xpos.r, ypos, s_p) * linetaps.r +
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pixel(xpos.g, ypos, s_p) * linetaps.g +
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pixel(xpos.b, ypos, s_p) * linetaps.b +
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pixel(xpos.a, ypos, s_p) * linetaps.a;
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}
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output main_fragment (float2 tex : TEXCOORD0, uniform input IN, uniform sampler2D s_p : TEXUNIT0)
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{
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float2 stepxy = float2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y);
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float2 pos = tex.xy + stepxy * 0.5;
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float2 f = frac(pos / stepxy);
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float4 linetaps = weight4(1.0 - f.x);
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float4 columntaps = weight4(1.0 - f.y);
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//make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur
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linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a;
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columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a;
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float2 xystart = (-1.5 - f) * stepxy + pos;
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float4 xpos = float4(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0);
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// final sum and weight normalization
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output OUT;
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OUT.color = float4(line_run(xystart.y , xpos, linetaps, s_p) * columntaps.r +
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line_run(xystart.y + stepxy.y , xpos, linetaps, s_p) * columntaps.g +
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line_run(xystart.y + stepxy.y * 2.0, xpos, linetaps, s_p) * columntaps.b +
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line_run(xystart.y + stepxy.y * 3.0, xpos, linetaps, s_p) * columntaps.a,1);
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return OUT;
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}
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