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-rw-r--r--system/shaders/convolution-6x6_d3d.fx96
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diff --git a/system/shaders/convolution-6x6_d3d.fx b/system/shaders/convolution-6x6_d3d.fx
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+/*
+ * 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;
+};
+
+half3 weight(float pos)
+{
+#ifdef HAS_RGBA
+ half3 w = g_KernelTexture.Sample(KernelSampler, pos).rgb;
+#else
+ half3 w = g_KernelTexture.Sample(KernelSampler, pos).bgr;
+#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, float3 xpos1, float3 xpos2, half3 linetaps1, half3 linetaps2)
+{
+ return
+ pixel(xpos1.r, ypos) * linetaps1.r +
+ pixel(xpos1.g, ypos) * linetaps2.r +
+ pixel(xpos1.b, ypos) * linetaps1.g +
+ pixel(xpos2.r, ypos) * linetaps2.g +
+ pixel(xpos2.g, ypos) * linetaps1.b +
+ pixel(xpos2.b, ypos) * linetaps2.b;
+}
+
+float4 CONVOLUTION6x6(in float2 TextureUV : TEXCOORD0) : SV_TARGET
+{
+ float2 f = frac(TextureUV / g_StepXY + 0.5);
+
+ half3 linetaps1 = weight((1.0 - f.x) / 2.0);
+ half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5);
+ half3 columntaps1 = weight((1.0 - f.y) / 2.0);
+ half3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5);
+
+ // kernel generation code made sure taps add up to 1, no need to adjust here.
+
+ float2 xystart = (-2.0 - f) * g_StepXY + TextureUV;
+ float3 xpos1 = xystart.x + g_StepXY.x * float3(0.0, 1.0, 2.0);
+ float3 xpos2 = xystart.x + g_StepXY.x * float3(3.0, 4.0, 5.0);
+ float3 ypos1 = xystart.y + g_StepXY.y * float3(0.0, 1.0, 2.0);
+ float3 ypos2 = xystart.y + g_StepXY.y * float3(3.0, 4.0, 5.0);
+
+ float3 rgb =
+ getLine(ypos1.x, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.r +
+ getLine(ypos1.y, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.r +
+ getLine(ypos1.z, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.g +
+ getLine(ypos2.x, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.g +
+ getLine(ypos2.y, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b +
+ getLine(ypos2.z, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b;
+
+ 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, CONVOLUTION6x6() ) );
+ }
+};