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/*
* Copyright (C) 2005-2010 Team XBMC
* http://www.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, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
texture g_Texture;
texture g_KernelTexture;
float2 g_StepXY;
sampler RGBSampler =
sampler_state {
Texture = <g_Texture>;
AddressU = CLAMP;
AddressV = CLAMP;
MinFilter = POINT;
MagFilter = POINT;
};
sampler KernelSampler =
sampler_state
{
Texture = <g_KernelTexture>;
AddressU = CLAMP;
AddressV = CLAMP;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
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(float xpos, float ypos)
{
return tex2D(RGBSampler, float2(xpos, ypos)).rgb;
}
half3 getLine(float ypos, float4 xpos, half4 linetaps)
{
return
pixel(xpos.r, ypos) * linetaps.r +
pixel(xpos.g, ypos) * linetaps.g +
pixel(xpos.b, ypos) * linetaps.b +
pixel(xpos.a, ypos) * linetaps.a;
}
PS_OUTPUT CONVOLUTION4x4(VS_OUTPUT In)
{
PS_OUTPUT OUT;
float2 pos = In.TextureUV + g_StepXY * 0.5;
float2 f = frac(pos / g_StepXY);
half4 linetaps = weight(1.0 - f.x);
half4 columntaps = weight(1.0 - f.y);
// kernel generation code made sure taps add up to 1, no need to adjust here.
float2 xystart = (-1.0 - f) * g_StepXY + In.TextureUV;
float4 xpos = float4(
xystart.x,
xystart.x + g_StepXY.x,
xystart.x + g_StepXY.x * 2.0,
xystart.x + g_StepXY.x * 3.0);
OUT.RGBColor.rgb =
getLine(xystart.y , xpos, linetaps) * columntaps.r +
getLine(xystart.y + g_StepXY.y , xpos, linetaps) * columntaps.g +
getLine(xystart.y + g_StepXY.y * 2.0, xpos, linetaps) * columntaps.b +
getLine(xystart.y + g_StepXY.y * 3.0, xpos, linetaps) * columntaps.a;
OUT.RGBColor.a = 1.0;
return OUT;
}
technique SCALER_T
{
pass P0
{
PixelShader = compile ps_3_0 CONVOLUTION4x4();
ZEnable = False;
FillMode = Solid;
FogEnable = False;
}
};
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