/* 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; }