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Diffstat (limited to '')
-rw-r--r-- | system/shaders/convolution-4x4_d3d.fx | 88 |
1 files changed, 88 insertions, 0 deletions
diff --git a/system/shaders/convolution-4x4_d3d.fx b/system/shaders/convolution-4x4_d3d.fx new file mode 100644 index 0000000..cf9408b --- /dev/null +++ b/system/shaders/convolution-4x4_d3d.fx @@ -0,0 +1,88 @@ +/* + * Copyright (C) 2005-2015 Team XBMC + * http://xbmc.org + * + * 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, see + * <http://www.gnu.org/licenses/>. + * + */ + +#include "convolution_d3d.fx" +#include "output_d3d.fx" + +SamplerState RGBSampler : IMMUTABLE +{ + AddressU = CLAMP; + AddressV = CLAMP; + Filter = MIN_MAG_MIP_POINT; +}; + +inline half4 weight(float pos) +{ +#ifdef HAS_RGBA + half4 w = g_KernelTexture.Sample(KernelSampler, pos); +#else + half4 w = g_KernelTexture.Sample(KernelSampler, pos).bgra; +#endif + +#ifndef HAS_FLOAT_TEXTURE + w = w * 2.0 - 1.0; +#endif + return w; +} + +inline half3 pixel(float xpos, float ypos) +{ + return g_Texture.Sample(RGBSampler, float2(xpos, ypos)).rgb; +} + +inline half3 getLine(float ypos, float4 xpos, half4 linetaps) +{ + return + pixel(xpos.r, ypos) * linetaps.r + + pixel(xpos.g, ypos) * linetaps.g + + pixel(xpos.b, ypos) * linetaps.b + + pixel(xpos.a, ypos) * linetaps.a; +} + +float4 CONVOLUTION4x4(float2 TextureUV : TEXCOORD0) : SV_TARGET +{ + float2 f = frac(TextureUV / g_StepXY + float2(0.5, 0.5)); + + half4 linetaps = weight(1.0 - f.x); + half4 columntaps = weight(1.0 - f.y); + + // kernel generation code made sure taps add up to 1, no need to adjust here. + + float2 xystart = (-1.0 - f) * g_StepXY + TextureUV; + float4 xpos = xystart.x + g_StepXY.x * float4(0.0, 1.0, 2.0, 3.0); + float4 ypos = xystart.y + g_StepXY.y * float4(0.0, 1.0, 2.0, 3.0); + + float3 rgb = + getLine(ypos.x, xpos, linetaps) * columntaps.r + + getLine(ypos.y, xpos, linetaps) * columntaps.g + + getLine(ypos.z, xpos, linetaps) * columntaps.b + + getLine(ypos.w, xpos, linetaps) * columntaps.a; + + return output(g_colorRange.x + g_colorRange.y * saturate(rgb), TextureUV); +} + +technique11 SCALER_T +{ + pass P0 + { + SetVertexShader( VS_SHADER ); + SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION4x4() ) ); + } +}; |