diff --git a/hqflt/cg/hq2x.cg b/hqflt/cg/hq2x.cg new file mode 100755 index 0000000000..30ca177d6a --- /dev/null +++ b/hqflt/cg/hq2x.cg @@ -0,0 +1,94 @@ +/* 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; + }