hq2x filter

This commit is contained in:
Themaister 2010-11-13 13:28:07 +01:00
parent c21b6d1f7d
commit 30f840f70d

94
hqflt/cg/hq2x.cg Executable file
View File

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/* Default Vertex shader */
void main_vertex
(
float4 position : POSITION,
float4 color : COLOR,
float2 texCoord : TEXCOORD0,
uniform float4x4 modelViewProj,
out float4 oPosition : POSITION,
out float4 oColor : COLOR,
out float2 otexCoord : TEXCOORD
)
{
oPosition = mul(modelViewProj, position);
oColor = color;
otexCoord = texCoord;
}
struct output
{
float4 color : COLOR;
};
struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
};
const float mx = 0.325; // start smoothing wt.
const float k = -0.250; // wt. decrease factor
const float max_w = 0.25; // max filter weigth
const float min_w =-0.05; // min filter weigth
const float lum_add = 0.25; // effects smoothing
output main_fragment(float2 texCoord : TEXCOORD0, uniform sampler2D decal : TEXUNIT0, uniform input IN)
{
float x = 0.5 * (1.0 / IN.texture_size.x);
float y = 0.5 * (1.0 / IN.texture_size.y);
float2 dg1 = float2( x, y);
float2 dg2 = float2(-x, y);
float2 dx = float2(x, 0.0);
float2 dy = float2(0.0, y);
float4 TexCoord[5];
TexCoord[0] = float4(texCoord, 0.0, 0.0);
TexCoord[1].xy = TexCoord[0].xy - dg1;
TexCoord[1].zw = TexCoord[0].xy - dy;
TexCoord[2].xy = TexCoord[0].xy - dg2;
TexCoord[2].zw = TexCoord[0].xy + dx;
TexCoord[3].xy = TexCoord[0].xy + dg1;
TexCoord[3].zw = TexCoord[0].xy + dy;
TexCoord[4].xy = TexCoord[0].xy + dg2;
TexCoord[4].zw = TexCoord[0].xy - dx;
float3 c00 = tex2D(decal, TexCoord[1].xy).xyz;
float3 c10 = tex2D(decal, TexCoord[1].zw).xyz;
float3 c20 = tex2D(decal, TexCoord[2].xy).xyz;
float3 c01 = tex2D(decal, TexCoord[4].zw).xyz;
float3 c11 = tex2D(decal, TexCoord[0].xy).xyz;
float3 c21 = tex2D(decal, TexCoord[2].zw).xyz;
float3 c02 = tex2D(decal, TexCoord[4].xy).xyz;
float3 c12 = tex2D(decal, TexCoord[3].zw).xyz;
float3 c22 = tex2D(decal, TexCoord[3].xy).xyz;
float3 dt = float3(1.0, 1.0, 1.0);
float md1 = dot(abs(c00 - c22), dt);
float md2 = dot(abs(c02 - c20), dt);
float w1 = dot(abs(c22 - c11), dt) * md2;
float w2 = dot(abs(c02 - c11), dt) * md1;
float w3 = dot(abs(c00 - c11), dt) * md2;
float w4 = dot(abs(c20 - c11), dt) * md1;
float t1 = w1 + w3;
float t2 = w2 + w4;
float ww = max(t1, t2) + 0.0001;
c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);
float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);
float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);
w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);
w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);
w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);
output OUT;
OUT.color = float4(w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11, 1.0);
return OUT;
}