/* * bicubic sharper (better for downscaling) * note - this shader is adapted from the GPL bsnes shader, very good stuff * there. */ uniform float4x4 ViewProj; uniform texture2d image; uniform float4x4 color_matrix; uniform float2 base_dimension_i; uniform float undistort_factor = 1.0; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertData VSDefault(VertData v_in) { VertData vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } float weight(float x) { float ax = abs(x); /* Sharper version. May look better in some cases. */ const float B = 0.0; const float C = 0.75; if (ax < 1.0) return (pow(x, 2.0) * ((12.0 - 9.0 * B - 6.0 * C) * ax + (-18.0 + 12.0 * B + 6.0 * C)) + (6.0 - 2.0 * B)) / 6.0; else if ((ax >= 1.0) && (ax < 2.0)) return (pow(x, 2.0) * ((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) + (-12.0 * B - 48.0 * C) * ax + (8.0 * B + 24.0 * C)) / 6.0; else return 0.0; } float4 weight4(float x) { return float4( weight(x - 2.0), weight(x - 1.0), weight(x), weight(x + 1.0)); } float AspectUndistortX(float x, float a) { // The higher the power, the longer the linear part will be. return (1.0 - a) * (x * x * x * x * x) + a * x; } float AspectUndistortU(float u) { // Normalize texture coord to -1.0 to 1.0 range, and back. return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5; } float2 pixel_coord(float xpos, float ypos) { return float2(AspectUndistortU(xpos), ypos); } float4 pixel(float xpos, float ypos, bool undistort) { if (undistort) return image.Sample(textureSampler, pixel_coord(xpos, ypos)); else return image.Sample(textureSampler, float2(xpos, ypos)); } float4 get_line(float ypos, float4 xpos, float4 linetaps, bool undistort) { return pixel(xpos.r, ypos, undistort) * linetaps.r + pixel(xpos.g, ypos, undistort) * linetaps.g + pixel(xpos.b, ypos, undistort) * linetaps.b + pixel(xpos.a, ypos, undistort) * linetaps.a; } float4 DrawBicubic(VertData v_in, bool undistort) { float2 stepxy = base_dimension_i; float2 pos = v_in.uv + stepxy * 0.5; float2 f = frac(pos / stepxy); float4 rowtaps = weight4(1.0 - f.x); float4 coltaps = weight4(1.0 - f.y); /* make sure all taps added together is exactly 1.0, otherwise some * (very small) distortion can occur */ rowtaps /= rowtaps.r + rowtaps.g + rowtaps.b + rowtaps.a; coltaps /= coltaps.r + coltaps.g + coltaps.b + coltaps.a; float2 xystart = (-1.5 - f) * stepxy + pos; float4 xpos = float4( xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0 ); return get_line(xystart.y , xpos, rowtaps, undistort) * coltaps.r + get_line(xystart.y + stepxy.y , xpos, rowtaps, undistort) * coltaps.g + get_line(xystart.y + stepxy.y * 2.0, xpos, rowtaps, undistort) * coltaps.b + get_line(xystart.y + stepxy.y * 3.0, xpos, rowtaps, undistort) * coltaps.a; } float4 PSDrawBicubicRGBA(VertData v_in, bool undistort) : TARGET { return DrawBicubic(v_in, undistort); } float4 PSDrawBicubicRGBADivide(VertData v_in) : TARGET { float4 rgba = DrawBicubic(v_in, false); float alpha = rgba.a; float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0; return float4(rgba.rgb * multiplier, alpha); } float4 PSDrawBicubicMatrix(VertData v_in) : TARGET { float3 rgb = DrawBicubic(v_in, false).rgb; float3 yuv = mul(float4(saturate(rgb), 1.0), color_matrix).xyz; return float4(yuv, 1.0); } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicRGBA(v_in, false); } } technique DrawAlphaDivide { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicRGBADivide(v_in); } } technique DrawUndistort { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicRGBA(v_in, true); } } technique DrawMatrix { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicMatrix(v_in); } }