/*
* Copyright (C) 2005-2010-2013 Team XBMC
* http://xbmc.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with XBMC; see the file COPYING. If not, see
* .
*
*/
texture g_Texture;
texture g_KernelTexture;
float2 g_StepXY;
sampler RGBSampler =
sampler_state {
Texture = ;
AddressU = CLAMP;
AddressV = CLAMP;
MinFilter = POINT;
MagFilter = POINT;
};
sampler KernelSampler =
sampler_state
{
Texture = ;
AddressU = CLAMP;
AddressV = CLAMP;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
struct VS_OUTPUT
{
float4 Position : POSITION;
float2 TextureUV : TEXCOORD0;
};
struct PS_OUTPUT
{
float4 RGBColor : COLOR0;
};
half3 weight(float pos)
{
half3 w;
#ifdef HAS_RGBA
w = tex1D(KernelSampler, pos).rgb;
#else
w = tex1D(KernelSampler, pos).bgr;
#endif
#ifdef HAS_FLOAT_TEXTURE
return w;
#else
return w * 2.0 - 1.0;
#endif
}
half3 pixel(float xpos, float ypos)
{
return tex2D(RGBSampler, float2(xpos, ypos)).rgb;
}
half3 getLine(float ypos, float3 xpos1, float3 xpos2, half3 linetaps1, half3 linetaps2)
{
return
pixel(xpos1.r, ypos) * linetaps1.r +
pixel(xpos1.g, ypos) * linetaps2.r +
pixel(xpos1.b, ypos) * linetaps1.g +
pixel(xpos2.r, ypos) * linetaps2.g +
pixel(xpos2.g, ypos) * linetaps1.b +
pixel(xpos2.b, ypos) * linetaps2.b;
}
PS_OUTPUT CONVOLUTION6x6(VS_OUTPUT In)
{
PS_OUTPUT OUT;
float2 pos = In.TextureUV + g_StepXY * 0.5;
float2 f = frac(pos / g_StepXY);
half3 linetaps1 = weight((1.0 - f.x) / 2.0);
half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5);
half3 columntaps1 = weight((1.0 - f.y) / 2.0);
half3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5);
// kernel generation code made sure taps add up to 1, no need to adjust here.
float2 xystart = (-2.0 - f) * g_StepXY + In.TextureUV;
float3 xpos1 = float3(
xystart.x,
xystart.x + g_StepXY.x,
xystart.x + g_StepXY.x * 2.0);
float3 xpos2 = half3(
xystart.x + g_StepXY.x * 3.0,
xystart.x + g_StepXY.x * 4.0,
xystart.x + g_StepXY.x * 5.0);
OUT.RGBColor.rgb = getLine(xystart.y , xpos1, xpos2, linetaps1, linetaps2) * columntaps1.r +
getLine(xystart.y + g_StepXY.y , xpos1, xpos2, linetaps1, linetaps2) * columntaps2.r +
getLine(xystart.y + g_StepXY.y * 2.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.g +
getLine(xystart.y + g_StepXY.y * 3.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.g +
getLine(xystart.y + g_StepXY.y * 4.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b +
getLine(xystart.y + g_StepXY.y * 5.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b;
OUT.RGBColor.a = 1.0;
return OUT;
}
technique SCALER_T
{
pass P0
{
PixelShader = compile ps_3_0 CONVOLUTION6x6();
ZEnable = False;
FillMode = Solid;
FogEnable = False;
}
};