/* * bicubic sharper (better for downscaling) * note - this shader is adapted from the GPL bsnes shader, very good stuff * there. */ #include "color.effect" uniform float4x4 ViewProj; uniform texture2d image; uniform float2 base_dimension; uniform float2 base_dimension_i; uniform float undistort_factor = 1.0; uniform float multiplier; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct VertOut { float2 uv : TEXCOORD0; float4 pos : POSITION; }; struct FragData { float2 uv : TEXCOORD0; }; VertOut VSDefault(VertData v_in) { VertOut vert_out; vert_out.uv = v_in.uv * base_dimension; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); return vert_out; } float4 weight4(float x) { /* Sharper version. May look better in some cases. B=0, C=0.75 */ return float4( ((-0.75 * x + 1.5) * x - 0.75) * x, (1.25 * x - 2.25) * x * x + 1.0, ((-1.25 * x + 1.5) * x + 0.75) * x, (0.75 * x - 0.75) * x * x); } 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 undistort_coord(float xpos, float ypos) { return float2(AspectUndistortU(xpos), ypos); } float4 undistort_pixel(float xpos, float ypos) { return image.Sample(textureSampler, undistort_coord(xpos, ypos)); } float4 undistort_line(float4 xpos, float ypos, float4 rowtaps) { return undistort_pixel(xpos.x, ypos) * rowtaps.x + undistort_pixel(xpos.y, ypos) * rowtaps.y + undistort_pixel(xpos.z, ypos) * rowtaps.z + undistort_pixel(xpos.w, ypos) * rowtaps.w; } float4 DrawBicubic(FragData f_in, bool undistort) { float2 pos = f_in.uv; float2 pos1 = floor(pos - 0.5) + 0.5; float2 f = pos - pos1; float4 rowtaps = weight4(f.x); float4 coltaps = weight4(f.y); float2 uv1 = pos1 * base_dimension_i; float2 uv0 = uv1 - base_dimension_i; float2 uv2 = uv1 + base_dimension_i; float2 uv3 = uv2 + base_dimension_i; if (undistort) { float4 xpos = float4(uv0.x, uv1.x, uv2.x, uv3.x); return undistort_line(xpos, uv0.y, rowtaps) * coltaps.x + undistort_line(xpos, uv1.y, rowtaps) * coltaps.y + undistort_line(xpos, uv2.y, rowtaps) * coltaps.z + undistort_line(xpos, uv3.y, rowtaps) * coltaps.w; } float u_weight_sum = rowtaps.y + rowtaps.z; float u_middle_offset = rowtaps.z * base_dimension_i.x / u_weight_sum; float u_middle = uv1.x + u_middle_offset; float v_weight_sum = coltaps.y + coltaps.z; float v_middle_offset = coltaps.z * base_dimension_i.y / v_weight_sum; float v_middle = uv1.y + v_middle_offset; int2 coord_top_left = int2(max(uv0 * base_dimension, 0.5)); int2 coord_bottom_right = int2(min(uv3 * base_dimension, base_dimension - 0.5)); float4 top = image.Load(int3(coord_top_left, 0)) * rowtaps.x; top += image.Sample(textureSampler, float2(u_middle, uv0.y)) * u_weight_sum; top += image.Load(int3(coord_bottom_right.x, coord_top_left.y, 0)) * rowtaps.w; float4 total = top * coltaps.x; float4 middle = image.Sample(textureSampler, float2(uv0.x, v_middle)) * rowtaps.x; middle += image.Sample(textureSampler, float2(u_middle, v_middle)) * u_weight_sum; middle += image.Sample(textureSampler, float2(uv3.x, v_middle)) * rowtaps.w; total += middle * v_weight_sum; float4 bottom = image.Load(int3(coord_top_left.x, coord_bottom_right.y, 0)) * rowtaps.x; bottom += image.Sample(textureSampler, float2(u_middle, uv3.y)) * u_weight_sum; bottom += image.Load(int3(coord_bottom_right, 0)) * rowtaps.w; total += bottom * coltaps.w; return total; } float4 PSDrawBicubicRGBA(FragData f_in, bool undistort) : TARGET { return DrawBicubic(f_in, undistort); } float4 PSDrawBicubicRGBAMultiply(FragData f_in, bool undistort) : TARGET { float4 rgba = DrawBicubic(f_in, undistort); rgba.rgb *= multiplier; return rgba; } float4 PSDrawBicubicRGBATonemap(FragData f_in, bool undistort) : TARGET { float4 rgba = DrawBicubic(f_in, undistort); rgba.rgb = rec709_to_rec2020(rgba.rgb); rgba.rgb = reinhard(rgba.rgb); rgba.rgb = rec2020_to_rec709(rgba.rgb); return rgba; } float4 PSDrawBicubicRGBAMultiplyTonemap(FragData f_in, bool undistort) : TARGET { float4 rgba = DrawBicubic(f_in, undistort); rgba.rgb *= multiplier; rgba.rgb = rec709_to_rec2020(rgba.rgb); rgba.rgb = reinhard(rgba.rgb); rgba.rgb = rec2020_to_rec709(rgba.rgb); return rgba; } float4 PSDrawBicubicRGBADivide(FragData f_in) : TARGET { float4 rgba = DrawBicubic(f_in, false); rgba.rgb *= max(1. / rgba.a, 0.); return rgba; } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicRGBA(f_in, false); } } technique DrawMultiply { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicRGBAMultiply(f_in, false); } } technique DrawTonemap { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicRGBATonemap(f_in, false); } } technique DrawMultiplyTonemap { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicRGBAMultiplyTonemap(f_in, false); } } technique DrawAlphaDivide { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicRGBADivide(f_in); } } technique DrawUndistort { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicRGBA(f_in, true); } } technique DrawUndistortMultiply { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicRGBAMultiply(f_in, true); } } technique DrawUndistortTonemap { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicRGBATonemap(f_in, true); } } technique DrawUndistortMultiplyTonemap { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawBicubicRGBAMultiplyTonemap(f_in, true); } }