133 lines
3.9 KiB
Plaintext
133 lines
3.9 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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bicubic-fast Shader
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Programmed by Hyllian - 2012
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*/
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const static float4x4 invX = float4x4(-1.0/6.0, 0.5, -1.0/3.0, 0.0,
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0.5, -1.0, -0.5, 1.0,
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-0.5, 0.5, 1.0, 0.0,
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1.0/6.0, 0.0, -1.0/6.0, 0.0);
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// Can't init statically from variable, even though it's const ...
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//const static float4x4 invY = transpose(invX);
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const static float4x4 invY = float4x4(-1.0/6.0, 0.5, -0.5, 1.0/6.0,
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0.5, -1.0, 0.5, 0.0,
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-1.0/3.0, -0.5, 1.0, -1.0/6.0,
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0.0, 1.0, 0.0, 0.0);
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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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struct out_vertex {
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float2 texCoord;
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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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float4 t7;
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float2 t8;
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};
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/* VERTEX_SHADER */
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out_vertex 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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float2 tex : TEXCOORD0,
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uniform float4x4 modelViewProj,
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uniform input IN
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)
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{
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float2 ps = float2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y);
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float dx = ps.x;
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float dy = ps.y;
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oPosition = mul(modelViewProj, position);
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out_vertex OUT = {
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tex,
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float4(tex,tex) + float4( -dx, -dy, 0.0, -dy),
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float4(tex,tex) + float4( dx, -dy, 2.0*dx, -dy),
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float4(tex,tex) + float4( -dx, 0.0, dx, 0.0),
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float4(tex,tex) + float4(2.0*dx, 0.0, -dx, dy),
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float4(tex,tex) + float4( 0.0, dy, dx, dy),
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float4(tex,tex) + float4(2.0*dx, dy, -dx, 2.0*dy),
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float4(tex,tex) + float4( 0.0, 2.0*dy, dx, 2.0*dy),
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tex + float2(2.0*dx, 2.0*dy)
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};
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return OUT;
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}
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float4 main_fragment(in out_vertex VAR, uniform sampler2D s_p : TEXUNIT0, uniform input IN) : COLOR
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{
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float2 fp = frac(VAR.texCoord*IN.texture_size);
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float3 c00 = tex2D(s_p, VAR.t1.xy).xyz;
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float3 c01 = tex2D(s_p, VAR.t1.zw).xyz;
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float3 c02 = tex2D(s_p, VAR.t2.xy).xyz;
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float3 c03 = tex2D(s_p, VAR.t2.zw).xyz;
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float3 c10 = tex2D(s_p, VAR.t3.xy).xyz;
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float3 c11 = tex2D(s_p, VAR.texCoord).xyz;
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float3 c12 = tex2D(s_p, VAR.t3.zw).xyz;
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float3 c13 = tex2D(s_p, VAR.t4.xy).xyz;
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float3 c20 = tex2D(s_p, VAR.t4.zw).xyz;
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float3 c21 = tex2D(s_p, VAR.t5.xy).xyz;
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float3 c22 = tex2D(s_p, VAR.t5.zw).xyz;
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float3 c23 = tex2D(s_p, VAR.t6.xy).xyz;
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float3 c30 = tex2D(s_p, VAR.t6.zw).xyz;
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float3 c31 = tex2D(s_p, VAR.t7.xy).xyz;
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float3 c32 = tex2D(s_p, VAR.t7.zw).xyz;
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float3 c33 = tex2D(s_p, VAR.t8.xy).xyz;
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float4x4 red_matrix = float4x4(c00.x, c01.x, c02.x, c03.x,
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c10.x, c11.x, c12.x, c13.x,
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c20.x, c21.x, c22.x, c23.x,
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c30.x, c31.x, c32.x, c33.x);
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float4x4 green_matrix = float4x4(c00.y, c01.y, c02.y, c03.y,
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c10.y, c11.y, c12.y, c13.y,
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c20.y, c21.y, c22.y, c23.y,
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c30.y, c31.y, c32.y, c33.y);
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float4x4 blue_matrix = float4x4(c00.z, c01.z, c02.z, c03.z,
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c10.z, c11.z, c12.z, c13.z,
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c20.z, c21.z, c22.z, c23.z,
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c30.z, c31.z, c32.z, c33.z);
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float4x1 invX_Px = mul(invX, float4x1(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0));
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float1x4 Py_invY = mul(float1x4(fp.y*fp.y*fp.y, fp.y*fp.y, fp.y, 1.0), invY);
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float red = mul(Py_invY, mul( red_matrix, invX_Px));
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float green = mul(Py_invY, mul(green_matrix, invX_Px));
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float blue = mul(Py_invY, mul( blue_matrix, invX_Px));
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return float4(red, green, blue, 1.0);
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}
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