/* * lanczos sharper * 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 float3 color_range_min = {0.0, 0.0, 0.0}; uniform float3 color_range_max = {1.0, 1.0, 1.0}; uniform float2 base_dimension_i; sampler_state textureSampler { AddressU = Clamp; AddressV = Clamp; Filter = Linear; }; 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 sinc(float x) { const float PIval = 3.1415926535897932384626433832795; return sin(x * PIval) / (x * PIval); } float weight(float x, float radius) { float ax = abs(x); if (x == 0.0) return 1.0; else if (ax < radius) return sinc(x) * sinc(x / radius); else return 0.0; } float3 weight3(float x) { return float3( weight(x * 2.0 + 0.0 * 2.0 - 3.0, 3.0), weight(x * 2.0 + 1.0 * 2.0 - 3.0, 3.0), weight(x * 2.0 + 2.0 * 2.0 - 3.0, 3.0)); } float4 pixel(float xpos, float ypos) { return image.Sample(textureSampler, float2(xpos, ypos)); } float4 get_line(float ypos, float3 xpos1, float3 xpos2, float3 rowtap1, float3 rowtap2) { return pixel(xpos1.r, ypos) * rowtap1.r + pixel(xpos1.g, ypos) * rowtap2.r + pixel(xpos1.b, ypos) * rowtap1.g + pixel(xpos2.r, ypos) * rowtap2.g + pixel(xpos2.g, ypos) * rowtap1.b + pixel(xpos2.b, ypos) * rowtap2.b; } float4 DrawLanczos(VertData v_in) { float2 stepxy = base_dimension_i; float2 pos = v_in.uv + stepxy * 0.5; float2 f = frac(pos / stepxy); float3 rowtap1 = weight3((1.0 - f.x) / 2.0); float3 rowtap2 = weight3((1.0 - f.x) / 2.0 + 0.5); float3 coltap1 = weight3((1.0 - f.y) / 2.0); float3 coltap2 = weight3((1.0 - f.y) / 2.0 + 0.5); /* make sure all taps added together is exactly 1.0, otherwise some * (very small) distortion can occur */ float suml = rowtap1.r + rowtap1.g + rowtap1.b + rowtap2.r + rowtap2.g + rowtap2.b; float sumc = coltap1.r + coltap1.g + coltap1.b + coltap2.r + coltap2.g + coltap2.b; rowtap1 /= suml; rowtap2 /= suml; coltap1 /= sumc; coltap2 /= sumc; float2 xystart = (-2.5 - f) * stepxy + pos; float3 xpos1 = float3(xystart.x , xystart.x + stepxy.x , xystart.x + stepxy.x * 2.0); float3 xpos2 = float3(xystart.x + stepxy.x * 3.0, xystart.x + stepxy.x * 4.0, xystart.x + stepxy.x * 5.0); return get_line(xystart.y , xpos1, xpos2, rowtap1, rowtap2) * coltap1.r + get_line(xystart.y + stepxy.y , xpos1, xpos2, rowtap1, rowtap2) * coltap2.r + get_line(xystart.y + stepxy.y * 2.0, xpos1, xpos2, rowtap1, rowtap2) * coltap1.g + get_line(xystart.y + stepxy.y * 3.0, xpos1, xpos2, rowtap1, rowtap2) * coltap2.g + get_line(xystart.y + stepxy.y * 4.0, xpos1, xpos2, rowtap1, rowtap2) * coltap1.b + get_line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, rowtap1, rowtap2) * coltap2.b; } float4 PSDrawLanczosRGBA(VertData v_in) : TARGET { return DrawLanczos(v_in); } float4 PSDrawLanczosMatrix(VertData v_in) : TARGET { float4 rgba = DrawLanczos(v_in); float4 yuv; yuv.xyz = clamp(rgba.xyz, color_range_min, color_range_max); return saturate(mul(float4(yuv.xyz, 1.0), color_matrix)); } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawLanczosRGBA(v_in); } } technique DrawMatrix { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawLanczosMatrix(v_in); } }