2016-02-23 23:16:51 +00:00
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/*
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* lanczos sharper
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* note - this shader is adapted from the GPL bsnes shader, very good stuff
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* there.
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*/
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uniform float4x4 ViewProj;
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uniform texture2d image;
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2019-09-22 21:19:10 +00:00
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uniform float2 base_dimension;
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2016-02-23 23:16:51 +00:00
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uniform float2 base_dimension_i;
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2017-04-19 19:54:15 +00:00
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uniform float undistort_factor = 1.0;
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2016-02-23 23:16:51 +00:00
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sampler_state textureSampler
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{
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AddressU = Clamp;
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AddressV = Clamp;
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Filter = Linear;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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2019-09-22 21:19:10 +00:00
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struct VertOut {
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float2 uv : TEXCOORD0;
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2016-05-24 19:53:01 +00:00
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float4 pos : POSITION;
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};
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2019-09-22 21:19:10 +00:00
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struct FragData {
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float2 uv : TEXCOORD0;
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};
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VertOut VSDefault(VertData v_in)
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2016-02-23 23:16:51 +00:00
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{
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2019-09-22 21:19:10 +00:00
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VertOut vert_out;
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vert_out.uv = v_in.uv * base_dimension;
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2016-02-23 23:16:51 +00:00
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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2016-05-24 19:53:01 +00:00
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2016-02-23 23:16:51 +00:00
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return vert_out;
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}
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2019-09-22 21:19:10 +00:00
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float weight(float x)
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2016-02-23 23:16:51 +00:00
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{
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2019-09-22 21:19:10 +00:00
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float x_pi = x * 3.141592654;
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return 3.0 * sin(x_pi) * sin(x_pi * (1.0 / 3.0)) / (x_pi * x_pi);
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2016-02-23 23:16:51 +00:00
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}
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2019-09-22 21:19:10 +00:00
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void weight6(float f_neg, out float3 tap012, out float3 tap345)
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2016-02-23 23:16:51 +00:00
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{
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2019-09-22 21:19:10 +00:00
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tap012 = float3(
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weight(f_neg - 2.0),
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weight(f_neg - 1.0),
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min(1.0, weight(f_neg))); // Replace NaN with 1.0.
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tap345 = float3(
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weight(f_neg + 1.0),
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weight(f_neg + 2.0),
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weight(f_neg + 3.0));
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2016-02-23 23:16:51 +00:00
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2019-09-22 21:19:10 +00:00
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// Normalize weights
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float sum = tap012.x + tap012.y + tap012.z + tap345.x + tap345.y + tap345.z;
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float sum_i = 1.0 / sum;
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tap012 = tap012 * sum_i;
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tap345 = tap345 * sum_i;
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2016-02-23 23:16:51 +00:00
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}
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2017-04-19 19:54:15 +00:00
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float AspectUndistortX(float x, float a)
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2016-02-23 23:16:51 +00:00
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{
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2017-04-19 19:54:15 +00:00
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// The higher the power, the longer the linear part will be.
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return (1.0 - a) * (x * x * x * x * x) + a * x;
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}
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float AspectUndistortU(float u)
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{
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// Normalize texture coord to -1.0 to 1.0 range, and back.
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return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5;
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}
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2019-09-22 21:19:10 +00:00
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float2 undistort_coord(float xpos, float ypos)
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2017-04-19 19:54:15 +00:00
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{
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return float2(AspectUndistortU(xpos), ypos);
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}
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2019-09-22 21:19:10 +00:00
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float4 undistort_pixel(float xpos, float ypos)
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2017-04-19 19:54:15 +00:00
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{
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2019-09-22 21:19:10 +00:00
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return image.Sample(textureSampler, undistort_coord(xpos, ypos));
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2016-02-23 23:16:51 +00:00
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}
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2019-09-22 21:19:10 +00:00
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float4 undistort_line(float3 xpos012, float3 xpos345, float ypos, float3 rowtap012,
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float3 rowtap345)
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2016-02-23 23:16:51 +00:00
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{
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return
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2019-09-22 21:19:10 +00:00
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undistort_pixel(xpos012.x, ypos) * rowtap012.x +
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undistort_pixel(xpos012.y, ypos) * rowtap012.y +
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undistort_pixel(xpos012.z, ypos) * rowtap012.z +
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undistort_pixel(xpos345.x, ypos) * rowtap345.x +
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undistort_pixel(xpos345.y, ypos) * rowtap345.y +
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undistort_pixel(xpos345.z, ypos) * rowtap345.z;
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}
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float4 DrawLanczos(FragData f_in, bool undistort)
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{
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float2 pos = f_in.uv;
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float2 pos2 = floor(pos - 0.5) + 0.5;
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float2 f_neg = pos2 - pos;
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float3 rowtap012, rowtap345;
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weight6(f_neg.x, rowtap012, rowtap345);
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float3 coltap012, coltap345;
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weight6(f_neg.y, coltap012, coltap345);
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float2 uv2 = pos2 * base_dimension_i;
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float2 uv1 = uv2 - base_dimension_i;
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float2 uv0 = uv1 - base_dimension_i;
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float2 uv3 = uv2 + base_dimension_i;
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float2 uv4 = uv3 + base_dimension_i;
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float2 uv5 = uv4 + base_dimension_i;
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if (undistort) {
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float3 xpos012 = float3(uv0.x, uv1.x, uv2.x);
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float3 xpos345 = float3(uv3.x, uv4.x, uv5.x);
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return undistort_line(xpos012, xpos345, uv0.y, rowtap012, rowtap345) * coltap012.x +
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undistort_line(xpos012, xpos345, uv1.y, rowtap012, rowtap345) * coltap012.y +
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undistort_line(xpos012, xpos345, uv2.y, rowtap012, rowtap345) * coltap012.z +
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undistort_line(xpos012, xpos345, uv3.y, rowtap012, rowtap345) * coltap345.x +
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undistort_line(xpos012, xpos345, uv4.y, rowtap012, rowtap345) * coltap345.y +
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undistort_line(xpos012, xpos345, uv5.y, rowtap012, rowtap345) * coltap345.z;
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}
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2016-02-23 23:16:51 +00:00
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2019-09-22 21:19:10 +00:00
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float u_weight_sum = rowtap012.z + rowtap345.x;
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float u_middle_offset = rowtap345.x * base_dimension_i.x / u_weight_sum;
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float u_middle = uv2.x + u_middle_offset;
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2016-02-23 23:16:51 +00:00
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2019-09-22 21:19:10 +00:00
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float v_weight_sum = coltap012.z + coltap345.x;
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float v_middle_offset = coltap345.x * base_dimension_i.y / v_weight_sum;
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float v_middle = uv2.y + v_middle_offset;
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float2 coord_limit = base_dimension - 0.5;
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float2 coord0_f = max(uv0 * base_dimension, 0.5);
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float2 coord1_f = max(uv1 * base_dimension, 0.5);
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float2 coord4_f = min(uv4 * base_dimension, coord_limit);
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float2 coord5_f = min(uv5 * base_dimension, coord_limit);
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int2 coord0 = int2(coord0_f);
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int2 coord1 = int2(coord1_f);
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int2 coord4 = int2(coord4_f);
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int2 coord5 = int2(coord5_f);
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float4 row0 = image.Load(int3(coord0, 0)) * rowtap012.x;
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row0 += image.Load(int3(coord1.x, coord0.y, 0)) * rowtap012.y;
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row0 += image.Sample(textureSampler, float2(u_middle, uv0.y)) * u_weight_sum;
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row0 += image.Load(int3(coord4.x, coord0.y, 0)) * rowtap345.y;
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row0 += image.Load(int3(coord5.x, coord0.y, 0)) * rowtap345.z;
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float4 total = row0 * coltap012.x;
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float4 row1 = image.Load(int3(coord0.x, coord1.y, 0)) * rowtap012.x;
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row1 += image.Load(int3(coord1.x, coord1.y, 0)) * rowtap012.y;
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row1 += image.Sample(textureSampler, float2(u_middle, uv1.y)) * u_weight_sum;
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row1 += image.Load(int3(coord4.x, coord1.y, 0)) * rowtap345.y;
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row1 += image.Load(int3(coord5.x, coord1.y, 0)) * rowtap345.z;
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total += row1 * coltap012.y;
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float4 row23 = image.Sample(textureSampler, float2(uv0.x, v_middle)) * rowtap012.x;
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row23 += image.Sample(textureSampler, float2(uv1.x, v_middle)) * rowtap012.y;
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row23 += image.Sample(textureSampler, float2(u_middle, v_middle)) * u_weight_sum;
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row23 += image.Sample(textureSampler, float2(uv4.x, v_middle)) * rowtap345.y;
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row23 += image.Sample(textureSampler, float2(uv5.x, v_middle)) * rowtap345.z;
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total += row23 * v_weight_sum;
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float4 row4 = image.Load(int3(coord0.x, coord4.y, 0)) * rowtap012.x;
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row4 += image.Load(int3(coord1.x, coord4.y, 0)) * rowtap012.y;
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row4 += image.Sample(textureSampler, float2(u_middle, uv4.y)) * u_weight_sum;
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row4 += image.Load(int3(coord4.x, coord4.y, 0)) * rowtap345.y;
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row4 += image.Load(int3(coord5.x, coord4.y, 0)) * rowtap345.z;
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total += row4 * coltap345.y;
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float4 row5 = image.Load(int3(coord0.x, coord5.y, 0)) * rowtap012.x;
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row5 += image.Load(int3(coord1.x, coord5.y, 0)) * rowtap012.y;
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row5 += image.Sample(textureSampler, float2(u_middle, uv5.y)) * u_weight_sum;
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row5 += image.Load(int3(coord4.x, coord5.y, 0)) * rowtap345.y;
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row5 += image.Load(int3(coord5, 0)) * rowtap345.z;
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total += row5 * coltap345.z;
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return total;
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2016-02-23 23:16:51 +00:00
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}
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2019-09-22 21:19:10 +00:00
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float4 PSDrawLanczosRGBA(FragData f_in, bool undistort) : TARGET
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2016-02-23 23:16:51 +00:00
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{
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2019-09-22 21:19:10 +00:00
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return DrawLanczos(f_in, undistort);
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2016-02-23 23:16:51 +00:00
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}
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2019-09-22 21:19:10 +00:00
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float4 PSDrawLanczosRGBADivide(FragData f_in) : TARGET
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2016-02-23 23:16:51 +00:00
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{
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2019-09-22 21:19:10 +00:00
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float4 rgba = DrawLanczos(f_in, false);
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2019-07-27 12:47:10 +00:00
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float alpha = rgba.a;
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float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
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return float4(rgba.rgb * multiplier, alpha);
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}
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2016-02-23 23:16:51 +00:00
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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2019-09-22 21:19:10 +00:00
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pixel_shader = PSDrawLanczosRGBA(f_in, false);
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2017-04-19 19:54:15 +00:00
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}
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}
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2019-07-27 12:47:10 +00:00
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technique DrawAlphaDivide
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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2019-09-22 21:19:10 +00:00
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pixel_shader = PSDrawLanczosRGBADivide(f_in);
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2019-07-27 12:47:10 +00:00
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}
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}
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2017-04-19 19:54:15 +00:00
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technique DrawUndistort
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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2019-09-22 21:19:10 +00:00
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pixel_shader = PSDrawLanczosRGBA(f_in, true);
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2016-02-23 23:16:51 +00:00
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}
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}
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