/* 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; }