Adding 2xSaI filter

This commit is contained in:
Themaister 2010-11-14 00:17:29 +01:00
parent 0482e11059
commit 0cc3d4c2c5

94
hqflt/cg/2xSaI.cg Normal file
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/*
Copyright (C) 2007 guest(r) - guest.r@gmail.com
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
of the License, 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
The 2xSaL shader processes a gfx. surface and redraws it 2x finer.
A linear post-resize can fit the image to any resolution.
Note: set scaler to normal2x.
*/
/* Default Vertex shader */
void main_vertex
(
float4 position : POSITION,
float4 color : COLOR,
float2 texCoord : TEXCOORD0,
uniform float4x4 modelViewProj,
out float4 oPosition : POSITION,
out float4 oColor : COLOR,
out float2 otexCoord : TEXCOORD
)
{
oPosition = mul(modelViewProj, position);
oColor = color;
otexCoord = texCoord;
}
struct output
{
float4 color : COLOR;
};
struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
};
struct deltas
{
float2 UL, UR, DL, DR;
};
output main_fragment (float2 tex : TEXCOORD0, uniform input IN, uniform sampler2D s_p : TEXUNIT0)
{
float2 texsize = IN.texture_size;
float dx = 1.0/texsize.x * 0.25;
float dy = 1.0/texsize.y * 0.25;
float3 dt = float3(1.0, 1.0, 1.0);
deltas VAR = {
tex + float2(-dx, -dy),
tex + float2(dx, -dy),
tex + float2(-dx, dy),
tex + float2(dx, dy)
};
float3 c00 = tex2D(s_p, VAR.UL).xyz;
float3 c20 = tex2D(s_p, VAR.UR).xyz;
float3 c02 = tex2D(s_p, VAR.DL).xyz;
float3 c22 = tex2D(s_p, VAR.DR).xyz;
float m1=dot(abs(c00-c22),dt)+0.001;
float m2=dot(abs(c02-c20),dt)+0.001;
output OUT;
OUT.color = float4((m1*(c02+c20)+m2*(c22+c00))/(2.0*(m1+m2)),1.0);
return OUT;
}