/* * Copyright (C) 2005-2013 Team XBMC * http://xbmc.org * * 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, 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 XBMC; see the file COPYING. If not, see * . * */ texture g_Texture; texture g_KernelTexture; texture g_IntermediateTexture; float2 g_StepXY_P0; float2 g_StepXY_P1; sampler RGBSampler = sampler_state { Texture = ; AddressU = CLAMP; AddressV = CLAMP; MipFilter = LINEAR; MinFilter = POINT; MagFilter = POINT; }; sampler KernelSampler = sampler_state { Texture = ; AddressU = CLAMP; AddressV = CLAMP; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; }; sampler IntermediateSampler = sampler_state { Texture = ; AddressU = CLAMP; AddressV = CLAMP; MipFilter = LINEAR; MinFilter = POINT; MagFilter = POINT; }; struct VS_OUTPUT { float4 Position : POSITION; float2 TextureUV : TEXCOORD0; }; struct PS_OUTPUT { float4 RGBColor : COLOR0; }; half4 weight(float pos) { half4 w; #ifdef HAS_RGBA w = tex1D(KernelSampler, pos); #else w = tex1D(KernelSampler, pos).bgra; #endif #ifdef HAS_FLOAT_TEXTURE return w; #else return w * 2.0 - 1.0; #endif } half3 pixel(sampler samp, float xpos, float ypos) { return tex2D(samp, float2(xpos, ypos)).rgb; } // Code for first pass - horizontal half3 getLine(float ypos, float4 xpos, half4 linetaps) { return pixel(RGBSampler, xpos.r, ypos) * linetaps.r + pixel(RGBSampler, xpos.g, ypos) * linetaps.g + pixel(RGBSampler, xpos.b, ypos) * linetaps.b + pixel(RGBSampler, xpos.a, ypos) * linetaps.a; } PS_OUTPUT CONVOLUTION4x4Horiz(VS_OUTPUT In) { PS_OUTPUT OUT; float2 pos = In.TextureUV + g_StepXY_P0 * 0.5; float2 f = frac(pos / g_StepXY_P0); half4 linetaps = weight(1.0 - f.x); // kernel generation code made sure taps add up to 1, no need to adjust here. float2 xystart; xystart.x = (-1.0 - f.x) * g_StepXY_P0.x + In.TextureUV.x; xystart.y = In.TextureUV.y; float4 xpos = float4( xystart.x, xystart.x + g_StepXY_P0.x, xystart.x + g_StepXY_P0.x * 2.0, xystart.x + g_StepXY_P0.x * 3.0); OUT.RGBColor.rgb = getLine(xystart.y, xpos, linetaps); OUT.RGBColor.a = 1.0; return OUT; } // Code for second pass - vertical half3 getRow(float xpos, float4 ypos, half4 columntaps) { return pixel(IntermediateSampler, xpos, ypos.r) * columntaps.r + pixel(IntermediateSampler, xpos, ypos.g) * columntaps.g + pixel(IntermediateSampler, xpos, ypos.b) * columntaps.b + pixel(IntermediateSampler, xpos, ypos.a) * columntaps.a; } PS_OUTPUT CONVOLUTION4x4Vert(VS_OUTPUT In) { PS_OUTPUT OUT; float2 pos = In.TextureUV + g_StepXY_P1 * 0.5; float2 f = frac(pos / g_StepXY_P1); half4 columntaps = weight(1.0 - f.y); // kernel generation code made sure taps add up to 1, no need to adjust here. float2 xystart; xystart.x = In.TextureUV.x; xystart.y = (-1.0 - f.y) * g_StepXY_P1.y + In.TextureUV.y; float4 ypos = float4( xystart.y, xystart.y + g_StepXY_P1.y, xystart.y + g_StepXY_P1.y * 2.0, xystart.y + g_StepXY_P1.y * 3.0); OUT.RGBColor.rgb = getRow(xystart.x, ypos, columntaps); OUT.RGBColor.a = 1.0; return OUT; } technique SCALER_T { pass P0 { PixelShader = compile ps_3_0 CONVOLUTION4x4Horiz(); ZEnable = False; FillMode = Solid; FogEnable = False; } pass P1 { PixelShader = compile ps_3_0 CONVOLUTION4x4Vert(); ZEnable = False; FillMode = Solid; FogEnable = False; } };