4a2a06b22f
Due to a bug in shader parsing, it thinks that because the token "multiplier" is used here, that the "multiplier" uniform is being used. This is a workaround for the issue because fixing the parser is probably going to be much more annoying than just working around the issue for now.
309 lines
8.1 KiB
Plaintext
309 lines
8.1 KiB
Plaintext
/*
|
|
* lanczos sharper
|
|
* 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
|
|
{
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
Filter = Linear;
|
|
};
|
|
|
|
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;
|
|
}
|
|
|
|
float weight(float x)
|
|
{
|
|
float x_pi = x * 3.141592654;
|
|
return 3.0 * sin(x_pi) * sin(x_pi * (1.0 / 3.0)) / (x_pi * x_pi);
|
|
}
|
|
|
|
void weight6(float f_neg, out float3 tap012, out float3 tap345)
|
|
{
|
|
tap012 = float3(
|
|
weight(f_neg - 2.0),
|
|
weight(f_neg - 1.0),
|
|
min(1.0, weight(f_neg))); // Replace NaN with 1.0.
|
|
tap345 = float3(
|
|
weight(f_neg + 1.0),
|
|
weight(f_neg + 2.0),
|
|
weight(f_neg + 3.0));
|
|
|
|
// Normalize weights
|
|
float sum = tap012.x + tap012.y + tap012.z + tap345.x + tap345.y + tap345.z;
|
|
float sum_i = 1.0 / sum;
|
|
tap012 = tap012 * sum_i;
|
|
tap345 = tap345 * sum_i;
|
|
}
|
|
|
|
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(float3 xpos012, float3 xpos345, float ypos, float3 rowtap012,
|
|
float3 rowtap345)
|
|
{
|
|
return
|
|
undistort_pixel(xpos012.x, ypos) * rowtap012.x +
|
|
undistort_pixel(xpos012.y, ypos) * rowtap012.y +
|
|
undistort_pixel(xpos012.z, ypos) * rowtap012.z +
|
|
undistort_pixel(xpos345.x, ypos) * rowtap345.x +
|
|
undistort_pixel(xpos345.y, ypos) * rowtap345.y +
|
|
undistort_pixel(xpos345.z, ypos) * rowtap345.z;
|
|
}
|
|
|
|
float4 DrawLanczos(FragData f_in, bool undistort)
|
|
{
|
|
float2 pos = f_in.uv;
|
|
float2 pos2 = floor(pos - 0.5) + 0.5;
|
|
float2 f_neg = pos2 - pos;
|
|
|
|
float3 rowtap012, rowtap345;
|
|
weight6(f_neg.x, rowtap012, rowtap345);
|
|
|
|
float3 coltap012, coltap345;
|
|
weight6(f_neg.y, coltap012, coltap345);
|
|
|
|
float2 uv2 = pos2 * base_dimension_i;
|
|
float2 uv1 = uv2 - base_dimension_i;
|
|
float2 uv0 = uv1 - base_dimension_i;
|
|
float2 uv3 = uv2 + base_dimension_i;
|
|
float2 uv4 = uv3 + base_dimension_i;
|
|
float2 uv5 = uv4 + base_dimension_i;
|
|
|
|
if (undistort) {
|
|
float3 xpos012 = float3(uv0.x, uv1.x, uv2.x);
|
|
float3 xpos345 = float3(uv3.x, uv4.x, uv5.x);
|
|
return undistort_line(xpos012, xpos345, uv0.y, rowtap012, rowtap345) * coltap012.x +
|
|
undistort_line(xpos012, xpos345, uv1.y, rowtap012, rowtap345) * coltap012.y +
|
|
undistort_line(xpos012, xpos345, uv2.y, rowtap012, rowtap345) * coltap012.z +
|
|
undistort_line(xpos012, xpos345, uv3.y, rowtap012, rowtap345) * coltap345.x +
|
|
undistort_line(xpos012, xpos345, uv4.y, rowtap012, rowtap345) * coltap345.y +
|
|
undistort_line(xpos012, xpos345, uv5.y, rowtap012, rowtap345) * coltap345.z;
|
|
}
|
|
|
|
float u_weight_sum = rowtap012.z + rowtap345.x;
|
|
float u_middle_offset = rowtap345.x * base_dimension_i.x / u_weight_sum;
|
|
float u_middle = uv2.x + u_middle_offset;
|
|
|
|
float v_weight_sum = coltap012.z + coltap345.x;
|
|
float v_middle_offset = coltap345.x * base_dimension_i.y / v_weight_sum;
|
|
float v_middle = uv2.y + v_middle_offset;
|
|
|
|
float2 coord_limit = base_dimension - 0.5;
|
|
float2 coord0_f = max(uv0 * base_dimension, 0.5);
|
|
float2 coord1_f = max(uv1 * base_dimension, 0.5);
|
|
float2 coord4_f = min(uv4 * base_dimension, coord_limit);
|
|
float2 coord5_f = min(uv5 * base_dimension, coord_limit);
|
|
|
|
int2 coord0 = int2(coord0_f);
|
|
int2 coord1 = int2(coord1_f);
|
|
int2 coord4 = int2(coord4_f);
|
|
int2 coord5 = int2(coord5_f);
|
|
|
|
float4 row0 = image.Load(int3(coord0, 0)) * rowtap012.x;
|
|
row0 += image.Load(int3(coord1.x, coord0.y, 0)) * rowtap012.y;
|
|
row0 += image.Sample(textureSampler, float2(u_middle, uv0.y)) * u_weight_sum;
|
|
row0 += image.Load(int3(coord4.x, coord0.y, 0)) * rowtap345.y;
|
|
row0 += image.Load(int3(coord5.x, coord0.y, 0)) * rowtap345.z;
|
|
float4 total = row0 * coltap012.x;
|
|
|
|
float4 row1 = image.Load(int3(coord0.x, coord1.y, 0)) * rowtap012.x;
|
|
row1 += image.Load(int3(coord1.x, coord1.y, 0)) * rowtap012.y;
|
|
row1 += image.Sample(textureSampler, float2(u_middle, uv1.y)) * u_weight_sum;
|
|
row1 += image.Load(int3(coord4.x, coord1.y, 0)) * rowtap345.y;
|
|
row1 += image.Load(int3(coord5.x, coord1.y, 0)) * rowtap345.z;
|
|
total += row1 * coltap012.y;
|
|
|
|
float4 row23 = image.Sample(textureSampler, float2(uv0.x, v_middle)) * rowtap012.x;
|
|
row23 += image.Sample(textureSampler, float2(uv1.x, v_middle)) * rowtap012.y;
|
|
row23 += image.Sample(textureSampler, float2(u_middle, v_middle)) * u_weight_sum;
|
|
row23 += image.Sample(textureSampler, float2(uv4.x, v_middle)) * rowtap345.y;
|
|
row23 += image.Sample(textureSampler, float2(uv5.x, v_middle)) * rowtap345.z;
|
|
total += row23 * v_weight_sum;
|
|
|
|
float4 row4 = image.Load(int3(coord0.x, coord4.y, 0)) * rowtap012.x;
|
|
row4 += image.Load(int3(coord1.x, coord4.y, 0)) * rowtap012.y;
|
|
row4 += image.Sample(textureSampler, float2(u_middle, uv4.y)) * u_weight_sum;
|
|
row4 += image.Load(int3(coord4.x, coord4.y, 0)) * rowtap345.y;
|
|
row4 += image.Load(int3(coord5.x, coord4.y, 0)) * rowtap345.z;
|
|
total += row4 * coltap345.y;
|
|
|
|
float4 row5 = image.Load(int3(coord0.x, coord5.y, 0)) * rowtap012.x;
|
|
row5 += image.Load(int3(coord1.x, coord5.y, 0)) * rowtap012.y;
|
|
row5 += image.Sample(textureSampler, float2(u_middle, uv5.y)) * u_weight_sum;
|
|
row5 += image.Load(int3(coord4.x, coord5.y, 0)) * rowtap345.y;
|
|
row5 += image.Load(int3(coord5, 0)) * rowtap345.z;
|
|
total += row5 * coltap345.z;
|
|
|
|
return total;
|
|
}
|
|
|
|
float4 PSDrawLanczosRGBA(FragData f_in, bool undistort) : TARGET
|
|
{
|
|
return DrawLanczos(f_in, undistort);
|
|
}
|
|
|
|
float4 PSDrawLanczosRGBAMultiply(FragData f_in, bool undistort) : TARGET
|
|
{
|
|
float4 rgba = DrawLanczos(f_in, undistort);
|
|
rgba.rgb *= multiplier;
|
|
return rgba;
|
|
}
|
|
|
|
float4 PSDrawLanczosRGBATonemap(FragData f_in, bool undistort) : TARGET
|
|
{
|
|
float4 rgba = DrawLanczos(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 PSDrawLanczosRGBAMultiplyTonemap(FragData f_in, bool undistort) : TARGET
|
|
{
|
|
float4 rgba = DrawLanczos(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 PSDrawLanczosRGBADivide(FragData f_in) : TARGET
|
|
{
|
|
float4 rgba = DrawLanczos(f_in, false);
|
|
rgba.rgb *= max(1. / rgba.a, 0.);
|
|
return rgba;
|
|
}
|
|
|
|
technique Draw
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PSDrawLanczosRGBA(f_in, false);
|
|
}
|
|
}
|
|
|
|
technique DrawMultiply
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PSDrawLanczosRGBAMultiply(f_in, false);
|
|
}
|
|
}
|
|
|
|
technique DrawTonemap
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PSDrawLanczosRGBATonemap(f_in, false);
|
|
}
|
|
}
|
|
|
|
technique DrawMultiplyTonemap
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PSDrawLanczosRGBAMultiplyTonemap(f_in, false);
|
|
}
|
|
}
|
|
|
|
technique DrawAlphaDivide
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PSDrawLanczosRGBADivide(f_in);
|
|
}
|
|
}
|
|
|
|
technique DrawUndistort
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PSDrawLanczosRGBA(f_in, true);
|
|
}
|
|
}
|
|
|
|
technique DrawUndistortMultiply
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PSDrawLanczosRGBAMultiply(f_in, true);
|
|
}
|
|
}
|
|
|
|
technique DrawUndistortTonemap
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PSDrawLanczosRGBATonemap(f_in, true);
|
|
}
|
|
}
|
|
|
|
technique DrawUndistortMultiplyTonemap
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PSDrawLanczosRGBAMultiplyTonemap(f_in, true);
|
|
}
|
|
}
|