Add quad interpolation.

This commit is contained in:
Themaister 2010-11-14 22:25:47 +01:00
parent 7cbd595446
commit c23958680b

99
hqflt/cg/quad.cg Normal file
View File

@ -0,0 +1,99 @@
/*
Copyright (C) 2007 guest(r) - guest.r@gmail.com
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
of the License, 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
The 2xSaL shader processes a gfx. surface and redraws it 2x finer.
A linear post-resize can fit the image to any resolution.
Note: set scaler to normal2x.
*/
/* 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;
};
struct deltas
{
float2 UL, UR, DL, DR;
};
float3 quad_inter(float3 x0, float3 x1, float3 x2, float x)
{
float3 poly[3];
poly[2] = 0.5*x0 - x1 + 0.5*x2;
poly[1] = -1.5*x0 + 2.0*x1 - 0.5*x2;
poly[0] = x0;
return poly[2] * x * x + poly[1] * x + poly[0];
}
output main_fragment (float2 tex : TEXCOORD0, uniform input IN, uniform sampler2D s0 : TEXUNIT0)
{
float2 texsize = IN.texture_size;
float vid_height = IN.output_size.y;
float dx = float(pow(2.0 * texsize.x, -1.0));
float dy = float(pow(2.0 * texsize.y, -1.0));
float3 c01 = tex2D(s0, tex + float2(-dx, 0)).xyz;
float3 c10 = tex2D(s0, tex + float2(0, -dy)).xyz;
float3 c11 = tex2D(s0, tex + float2(0, 0)).xyz;
float3 c12 = tex2D(s0, tex + float2(0, dy)).xyz;
float3 c21 = tex2D(s0, tex + float2(dx, 0)).xyz;
float3 xval0 = quad_inter(c01, c11, c21, tex.x * texsize.x - floor(tex.x * texsize.x) + 1.0);
float3 yval0 = quad_inter(c10, c11, c12, tex.y * texsize.y - floor(tex.y * texsize.y) + 1.0);
output OUT;
//float scanline_mod = 1.0 - 0.1 * floor(fmod(vid_height * tex.y, 2.0));
float scanline_mod = 1.0;
OUT.color = float4(lerp(xval0, yval0, 0.5), 1.0) * scanline_mod;
return OUT;
}