diff options
Diffstat (limited to 'system/shaders/convolutionsep-6x6_d3d.fx')
-rw-r--r-- | system/shaders/convolutionsep-6x6_d3d.fx | 121 |
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() ) ); + } +}; |