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/*
* Copyright (C) 2005-2015 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
* <http://www.gnu.org/licenses/>.
*
*/
#include "convolution_d3d.fx"
#include "output_d3d.fx"
SamplerState RGBSampler : IMMUTABLE
{
AddressU = CLAMP;
AddressV = CLAMP;
Filter = MIN_MAG_MIP_POINT;
};
half3 weight(float pos)
{
#ifdef HAS_RGBA
half3 w = g_KernelTexture.Sample(KernelSampler, pos).rgb;
#else
half3 w = g_KernelTexture.Sample(KernelSampler, pos).bgr;
#endif
#ifndef HAS_FLOAT_TEXTURE
w = w * 2.0 - 1.0;
#endif
return w;
}
inline half3 pixel(float xpos, float ypos)
{
return g_Texture.Sample(RGBSampler, float2(xpos, ypos)).rgb;
}
inline 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;
}
float4 CONVOLUTION6x6(in float2 TextureUV : TEXCOORD0) : SV_TARGET
{
float2 f = frac(TextureUV / g_StepXY + 0.5);
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 + TextureUV;
float3 xpos1 = xystart.x + g_StepXY.x * float3(0.0, 1.0, 2.0);
float3 xpos2 = xystart.x + g_StepXY.x * float3(3.0, 4.0, 5.0);
float3 ypos1 = xystart.y + g_StepXY.y * float3(0.0, 1.0, 2.0);
float3 ypos2 = xystart.y + g_StepXY.y * float3(3.0, 4.0, 5.0);
float3 rgb =
getLine(ypos1.x, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.r +
getLine(ypos1.y, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.r +
getLine(ypos1.z, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.g +
getLine(ypos2.x, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.g +
getLine(ypos2.y, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b +
getLine(ypos2.z, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b;
return output(g_colorRange.x + g_colorRange.y * saturate(rgb), TextureUV);
}
technique11 SCALER_T
{
pass P0
{
SetVertexShader( VS_SHADER );
SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION6x6() ) );
}
};
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