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Adding 2xSaI filter
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0482e11059
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94
hqflt/cg/2xSaI.cg
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94
hqflt/cg/2xSaI.cg
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/*
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Copyright (C) 2007 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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The 2xSaL shader processes a gfx. surface and redraws it 2x finer.
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A linear post-resize can fit the image to any resolution.
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Note: set scaler to normal2x.
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*/
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/* Default Vertex shader */
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void main_vertex
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(
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float4 position : POSITION,
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float4 color : COLOR,
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float2 texCoord : TEXCOORD0,
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uniform float4x4 modelViewProj,
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out float4 oPosition : POSITION,
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out float4 oColor : COLOR,
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out float2 otexCoord : TEXCOORD
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)
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{
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oPosition = mul(modelViewProj, position);
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oColor = color;
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otexCoord = texCoord;
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}
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struct output
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{
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float4 color : COLOR;
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};
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struct input
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{
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float2 video_size;
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float2 texture_size;
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float2 output_size;
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};
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struct deltas
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{
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float2 UL, UR, DL, DR;
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};
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output main_fragment (float2 tex : TEXCOORD0, uniform input IN, uniform sampler2D s_p : TEXUNIT0)
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{
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float2 texsize = IN.texture_size;
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float dx = 1.0/texsize.x * 0.25;
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float dy = 1.0/texsize.y * 0.25;
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float3 dt = float3(1.0, 1.0, 1.0);
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deltas VAR = {
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tex + float2(-dx, -dy),
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tex + float2(dx, -dy),
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tex + float2(-dx, dy),
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tex + float2(dx, dy)
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};
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float3 c00 = tex2D(s_p, VAR.UL).xyz;
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float3 c20 = tex2D(s_p, VAR.UR).xyz;
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float3 c02 = tex2D(s_p, VAR.DL).xyz;
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float3 c22 = tex2D(s_p, VAR.DR).xyz;
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float m1=dot(abs(c00-c22),dt)+0.001;
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float m2=dot(abs(c02-c20),dt)+0.001;
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output OUT;
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OUT.color = float4((m1*(c02+c20)+m2*(c22+c00))/(2.0*(m1+m2)),1.0);
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return OUT;
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}
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