/* Author: Themaister License: Public domain */ /* 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 sharpness = 2.0; float dx = float(pow(sharpness * texsize.x, -1.0)); float dy = float(pow(sharpness * texsize.y, -1.0)); float3 c00 = tex2D(s0, tex + float2(-dx, -dy)).xyz; float3 c01 = tex2D(s0, tex + float2(-dx, 0)).xyz; float3 c02 = tex2D(s0, tex + float2(-dx, dy)).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 c20 = tex2D(s0, tex + float2(dx, -dy)).xyz; float3 c21 = tex2D(s0, tex + float2(dx, 0)).xyz; float3 c22 = tex2D(s0, tex + float2(dx, dy)).xyz; float frac_amt_x = frac(tex.x * texsize.x); float frac_amt_y = frac(tex.y * texsize.y); float3 loval = quad_inter(c00, c10, c20, frac_amt_x + 0.5); float3 midval = quad_inter(c01, c11, c21, frac_amt_x + 0.5); float3 hival = quad_inter(c02, c12, c22, frac_amt_x + 0.5); float3 res = quad_inter(loval, midval, hival, frac_amt_y + 0.5); output OUT; // Bilinear! // float3 first = lerp(c00, c20, frac(tex.x * texsize.x + 0.5)); // float3 second = lerp(c02, c22, frac(tex.x * texsize.x + 0.5)); // float3 res = lerp(first, second, frac(tex.y * texsize.y + 0.5)); // OUT.color = float4(res, 1.0); OUT.color = float4(res, 1.0); return OUT; }