BizHawk/Assets/Shaders/BizHawk/bicubic-normal.cg

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/* 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,
//float4 color : COLOR,
float2 texCoord1 : TEXCOORD0,
uniform float4x4 modelViewProj,
out float4 oPosition : POSITION,
//out float4 oColor : COLOR,
out float2 otexCoord : TEXCOORD
)
{
oPosition = mul(modelViewProj, position);
//oColor = color;
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 (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;
}