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Jinc2-SmartRes.fx
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Jinc2-SmartRes.fx
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/*
Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader
Copyright (C) 2011-2014 Hyllian/Jararaca - [email protected]
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.
*/
/*
This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5,
where r1 and r2 are the first two zeros of jinc function.
For a jinc 2-lobe best approximation, use A=0.5 and B=0.825.
*/
string name : NAME = "Jinc";
float2 ps1 : TEXELSIZE;
float2 ir : sourcescale;
float4x4 World : WORLD;
float4x4 View : VIEW;
float4x4 Projection : PROJECTION;
float4x4 Worldview : WORLDVIEW; // world * view
float4x4 ViewProjection : VIEWPROJECTION; // view * projection
float4x4 WorldViewProjection : WORLDVIEWPROJECTION; // world * view * projection
string combineTechique : COMBINETECHNIQUE = "Jinc";
texture SourceTexture : SOURCETEXTURE;
sampler decal = sampler_state
{
Texture = (SourceTexture);
MinFilter = POINT;
MagFilter = POINT;
};
#define JINC2_WINDOW_SINC 0.42
#define JINC2_SINC 0.92
#define JINC2_AR_STRENGTH 0.75
#define halfpi 1.5707963267948966192313216916398
#define pi 3.1415926535897932384626433832795
#define wa (JINC2_WINDOW_SINC*pi)
#define wb (JINC2_SINC*pi)
// Calculates the distance between two points
float d(float2 pt1, float2 pt2)
{
float2 v = pt2 - pt1;
return sqrt(dot(v,v));
}
float3 min4(float3 a, float3 b, float3 c, float3 d)
{
return min(a, min(b, min(c, d)));
}
float3 max4(float3 a, float3 b, float3 c, float3 d)
{
return max(a, max(b, max(c, d)));
}
struct out_vertex {
float4 position : POSITION;
float4 color : COLOR;
float2 t0 : TEXCOORD0;
};
out_vertex VS_VERTEX(float3 position : POSITION, float2 texCoord : TEXCOORD0 )
{
out_vertex OUT = (out_vertex)0;
OUT.position = mul(float4(position,1.0),WorldViewProjection);
OUT.t0 = texCoord;
return OUT;
}
float4 resampler(float4 x)
{
float4 res;
res = (x==float4(0.0, 0.0, 0.0, 0.0)) ? float4(wa*wb,wa*wb,wa*wb,wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
return res;
}
float4 PS_FRAGMENT (in out_vertex VAR) : COLOR
{
float2 tmp = (ir.x < 1.0) ? float2(1.0,1.0) : ir;
float2 ps = ps1*tmp;
float3 color;
float4x4 weights;
float2 dx = float2(1.0, 0.0);
float2 dy = float2(0.0, 1.0);
float2 pc = VAR.t0/ps;
float2 tc = (floor(pc-float2(0.5,0.5))+float2(0.5,0.5));
weights[0] = resampler(float4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
weights[1] = resampler(float4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
weights[2] = resampler(float4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
weights[3] = resampler(float4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
dx = dx*ps;
dy = dy*ps;
tc = tc*ps;
// reading the texels
float3 c00 = tex2D(decal, tc -dx -dy).xyz;
float3 c10 = tex2D(decal, tc -dy).xyz;
float3 c20 = tex2D(decal, tc +dx -dy).xyz;
float3 c30 = tex2D(decal, tc+2.0*dx -dy).xyz;
float3 c01 = tex2D(decal, tc -dx ).xyz;
float3 c11 = tex2D(decal, tc ).xyz;
float3 c21 = tex2D(decal, tc +dx ).xyz;
float3 c31 = tex2D(decal, tc+2.0*dx ).xyz;
float3 c02 = tex2D(decal, tc -dx +dy).xyz;
float3 c12 = tex2D(decal, tc +dy).xyz;
float3 c22 = tex2D(decal, tc +dx +dy).xyz;
float3 c32 = tex2D(decal, tc+2.0*dx +dy).xyz;
float3 c03 = tex2D(decal, tc -dx+2.0*dy).xyz;
float3 c13 = tex2D(decal, tc +2.0*dy).xyz;
float3 c23 = tex2D(decal, tc +dx+2.0*dy).xyz;
float3 c33 = tex2D(decal, tc+2.0*dx+2.0*dy).xyz;
// Get min/max samples
float3 min_sample = min4(c11, c21, c12, c22);
float3 max_sample = max4(c11, c21, c12, c22);
color = mul(weights[0], float4x3(c00, c10, c20, c30));
color+= mul(weights[1], float4x3(c01, c11, c21, c31));
color+= mul(weights[2], float4x3(c02, c12, c22, c32));
color+= mul(weights[3], float4x3(c03, c13, c23, c33));
color = color/(dot(mul(weights, float4(1.0,1.0,1.0,1.0)), 1.0));
// Anti-ringing
float3 aux = color;
color = clamp(color, min_sample, max_sample);
color = lerp(aux, color, JINC2_AR_STRENGTH);
// final sum and weight normalization
return float4(color, 1.0);
}
//
// Technique
//
technique Jinc
{
pass P0
{
// shaders
VertexShader = compile vs_3_0 VS_VERTEX();
PixelShader = compile ps_3_0 PS_FRAGMENT();
}
}