/*
* Copyright (C) 2005-2013 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;
texture g_IntermediateTexture;
float2 g_StepXY_P0;
float2 g_StepXY_P1;
sampler RGBSampler =
sampler_state {
Texture = ;
AddressU = CLAMP;
AddressV = CLAMP;
MipFilter = LINEAR;
MinFilter = POINT;
MagFilter = POINT;
};
sampler KernelSampler =
sampler_state
{
Texture = ;
AddressU = CLAMP;
AddressV = CLAMP;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
sampler IntermediateSampler =
sampler_state {
Texture = ;
AddressU = CLAMP;
AddressV = CLAMP;
MipFilter = LINEAR;
MinFilter = POINT;
MagFilter = POINT;
};
struct VS_OUTPUT
{
float4 Position : POSITION;
float2 TextureUV : TEXCOORD0;
};
struct PS_OUTPUT
{
float4 RGBColor : COLOR0;
};
half4 weight(float pos)
{
half4 w;
#ifdef HAS_RGBA
w = tex1D(KernelSampler, pos);
#else
w = tex1D(KernelSampler, pos).bgra;
#endif
#ifdef HAS_FLOAT_TEXTURE
return w;
#else
return w * 2.0 - 1.0;
#endif
}
half3 pixel(sampler samp, float xpos, float ypos)
{
return tex2D(samp, float2(xpos, ypos)).rgb;
}
// Code for first pass - horizontal
half3 getLine(float ypos, float4 xpos, half4 linetaps)
{
return
pixel(RGBSampler, xpos.r, ypos) * linetaps.r +
pixel(RGBSampler, xpos.g, ypos) * linetaps.g +
pixel(RGBSampler, xpos.b, ypos) * linetaps.b +
pixel(RGBSampler, xpos.a, ypos) * linetaps.a;
}
PS_OUTPUT CONVOLUTION4x4Horiz(VS_OUTPUT In)
{
PS_OUTPUT OUT;
float2 pos = In.TextureUV + g_StepXY_P0 * 0.5;
float2 f = frac(pos / g_StepXY_P0);
half4 linetaps = weight(1.0 - f.x);
// kernel generation code made sure taps add up to 1, no need to adjust here.
float2 xystart;
xystart.x = (-1.0 - f.x) * g_StepXY_P0.x + In.TextureUV.x;
xystart.y = In.TextureUV.y;
float4 xpos = float4(
xystart.x,
xystart.x + g_StepXY_P0.x,
xystart.x + g_StepXY_P0.x * 2.0,
xystart.x + g_StepXY_P0.x * 3.0);
OUT.RGBColor.rgb = getLine(xystart.y, xpos, linetaps);
OUT.RGBColor.a = 1.0;
return OUT;
}
// Code for second pass - vertical
half3 getRow(float xpos, float4 ypos, half4 columntaps)
{
return
pixel(IntermediateSampler, xpos, ypos.r) * columntaps.r +
pixel(IntermediateSampler, xpos, ypos.g) * columntaps.g +
pixel(IntermediateSampler, xpos, ypos.b) * columntaps.b +
pixel(IntermediateSampler, xpos, ypos.a) * columntaps.a;
}
PS_OUTPUT CONVOLUTION4x4Vert(VS_OUTPUT In)
{
PS_OUTPUT OUT;
float2 pos = In.TextureUV + g_StepXY_P1 * 0.5;
float2 f = frac(pos / g_StepXY_P1);
half4 columntaps = weight(1.0 - f.y);
// kernel generation code made sure taps add up to 1, no need to adjust here.
float2 xystart;
xystart.x = In.TextureUV.x;
xystart.y = (-1.0 - f.y) * g_StepXY_P1.y + In.TextureUV.y;
float4 ypos = float4(
xystart.y,
xystart.y + g_StepXY_P1.y,
xystart.y + g_StepXY_P1.y * 2.0,
xystart.y + g_StepXY_P1.y * 3.0);
OUT.RGBColor.rgb = getRow(xystart.x, ypos, columntaps);
OUT.RGBColor.a = 1.0;
return OUT;
}
technique SCALER_T
{
pass P0
{
PixelShader = compile ps_3_0 CONVOLUTION4x4Horiz();
ZEnable = False;
FillMode = Solid;
FogEnable = False;
}
pass P1
{
PixelShader = compile ps_3_0 CONVOLUTION4x4Vert();
ZEnable = False;
FillMode = Solid;
FogEnable = False;
}
};