BizHawk/output/Shaders/bicubic/bicubic-fast.cg

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