summaryrefslogtreecommitdiffstats
path: root/system/shaders/convolutionsep-6x6_d3d.fx
diff options
context:
space:
mode:
Diffstat (limited to 'system/shaders/convolutionsep-6x6_d3d.fx')
-rw-r--r--system/shaders/convolutionsep-6x6_d3d.fx121
1 files changed, 121 insertions, 0 deletions
diff --git a/system/shaders/convolutionsep-6x6_d3d.fx b/system/shaders/convolutionsep-6x6_d3d.fx
new file mode 100644
index 0000000..9db0d6b
--- /dev/null
+++ b/system/shaders/convolutionsep-6x6_d3d.fx
@@ -0,0 +1,121 @@
+/*
+ * 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_POINT_MIP_LINEAR;
+};
+
+inline 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;
+}
+
+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;
+}
+
+// Code for first pass - horizontal
+float4 CONVOLUTION6x6Horiz(in float2 TextureUV : TEXCOORD0) : SV_TARGET
+{
+ float2 f = frac(TextureUV / g_StepXY.xy + 0.5);
+
+ half3 linetaps1 = weight((1.0 - f.x) / 2.0);
+ half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5);
+
+ // kernel generation code made sure taps add up to 1, no need to adjust here.
+
+ float xstart = (-2.0 - f.x) * g_StepXY.x + TextureUV.x;
+
+ float3 xpos1 = xstart + g_StepXY.x * float3(0.0, 1.0, 2.0);
+ float3 xpos2 = xstart + g_StepXY.x * float3(3.0, 4.0, 5.0);
+
+ return float4(getLine(TextureUV.y, xpos1, xpos2, linetaps1, linetaps2), 1.0);
+}
+
+// Code for second pass - vertical
+
+half3 getRow(float xpos, float3 ypos1, float3 ypos2, half3 columntaps1, half3 columntaps2)
+{
+ return
+ pixel(xpos, ypos1.r) * columntaps1.r +
+ pixel(xpos, ypos1.g) * columntaps2.r +
+ pixel(xpos, ypos1.b) * columntaps1.g +
+ pixel(xpos, ypos2.r) * columntaps2.g +
+ pixel(xpos, ypos2.g) * columntaps1.b +
+ pixel(xpos, ypos2.b) * columntaps2.b;
+}
+
+float4 CONVOLUTION6x6Vert(in float2 TextureUV : TEXCOORD0) : SV_TARGET
+{
+ float2 f = frac(TextureUV / g_StepXY.zw + 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.
+
+ float ystart = (-2.0 - f.y) * g_StepXY.w + TextureUV.y;
+
+ float3 ypos1 = ystart + g_StepXY.w * float3(0.0, 1.0, 2.0);
+ float3 ypos2 = ystart + g_StepXY.w * float3(3.0, 4.0, 5.0);
+
+ return output(g_colorRange.x + g_colorRange.y * saturate(getRow(TextureUV.x, ypos1, ypos2, columntaps1, columntaps2)), TextureUV);
+}
+
+technique11 SCALER_T
+{
+ pass P0
+ {
+ SetVertexShader( VS_SHADER );
+ SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION6x6Horiz() ) );
+ }
+ pass P1
+ {
+ SetVertexShader( VS_SHADER );
+ SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION6x6Vert() ) );
+ }
+};