mirror of
https://github.com/RetroDECK/Duckstation.git
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cf15591704
* Add crt-hyllian-sinc.fx, crt-geo-zfast.fx and update others - Add crt-hyllian-sinc.fx; - Add crt-geo-zfast.fx; - Updated bicubic.fx and lanczos3.fx to allow prescaling; - Add include folder and mask.fxh and geom.fxh; * Update psx.jpg - No logos anymore.
147 lines
4.5 KiB
HLSL
147 lines
4.5 KiB
HLSL
#include "ReShade.fxh"
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/*
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Lanczos3 - Multipass code by Hyllian 2022.
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*/
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/*
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Copyright (C) 2010 Team XBMC
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http://www.xbmc.org
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Copyright (C) 2011 Stefanos A.
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http://www.opentk.com
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This Program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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any later version.
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This Program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with XBMC; see the file COPYING. If not, write to
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the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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http://www.gnu.org/copyleft/gpl.html
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*/
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uniform float L3_PRESCALE <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 8.0;
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ui_step = 1.0;
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ui_label = "Prescale factor";
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> = 1.0;
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uniform bool LANCZOS3_ANTI_RINGING <
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ui_type = "radio";
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ui_label = "Lanczos3 Anti-Ringing";
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> = true;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float BufferWidth < source = "bufferwidth"; >;
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texture2D tLanczos3_P0{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
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sampler2D sLanczos3_P0{Texture=tLanczos3_P0;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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#define AR_STRENGTH 1.0
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#define FIX(c) (max(abs(c),1e-5))
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#define PI 3.1415926535897932384626433832795
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#define radius 3.0
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float3 weight3(float x)
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{
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float3 Sampling = FIX(2.0 * PI * float3(x - 1.5, x - 0.5, x + 0.5));
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// Lanczos3. Note: we normalize outside this function, so no point in multiplying by radius.
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return sin(Sampling) * sin(Sampling / radius) / (Sampling * Sampling);
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}
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float3 lanczos3ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3, float3 C4, float3 C5)
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{
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float3 w1 = weight3(0.5 - fp * 0.5);
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float3 w2 = weight3(1.0 - fp * 0.5);
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float sum = dot(w1, 1.0.xxx) + dot(w2, 1.0.xxx);
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w1 /= sum;
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w2 /= sum;
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float3 color = mul(w1, float3x3( C0, C2, C4 )) + mul(w2, float3x3( C1, C3, C5));
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// Anti-ringing
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if (LANCZOS3_ANTI_RINGING == true)
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{
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float3 aux = color;
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float3 min_sample = min(min(C1, C2), min(C3, C4));
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float3 max_sample = max(max(C1, C2), max(C3, C4));
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color = clamp(color, min_sample, max_sample);
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color = lerp(aux, color, AR_STRENGTH*step(0.0, (C1-C2)*(C3-C4)));
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}
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return color;
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}
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float4 PS_Lanczos3_X(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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{
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// Both dimensions are unfiltered, so it looks for lores pixels.
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float2 ps = NormalizedNativePixelSize/L3_PRESCALE;
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float2 pos = uv_tx.xy/ps - float2(0.5, 0.0);
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float2 tc = (floor(pos) + 0.5.xx) * ps;
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float2 fp = frac(pos);
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float3 C0 = tex2D(ReShade::BackBuffer, tc + ps*float2(-2.0, 0.0)).rgb;
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float3 C1 = tex2D(ReShade::BackBuffer, tc + ps*float2(-1.0, 0.0)).rgb;
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float3 C2 = tex2D(ReShade::BackBuffer, tc + ps*float2( 0.0, 0.0)).rgb;
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float3 C3 = tex2D(ReShade::BackBuffer, tc + ps*float2( 1.0, 0.0)).rgb;
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float3 C4 = tex2D(ReShade::BackBuffer, tc + ps*float2( 2.0, 0.0)).rgb;
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float3 C5 = tex2D(ReShade::BackBuffer, tc + ps*float2( 3.0, 0.0)).rgb;
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float3 color = lanczos3ar(fp.x, C0, C1, C2, C3, C4, C5);
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return float4(color, 1.0);
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}
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float4 PS_Lanczos3_Y(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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{
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// One must be careful here. Horizontal dimension is already filtered, so it looks for x in hires.
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float2 ps = float2(1.0/BufferWidth, NormalizedNativePixelSize.y/L3_PRESCALE);
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float2 pos = uv_tx.xy/ps - float2(0.0, 0.5);
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float2 tc = (floor(pos) + 0.5.xx) * ps;
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float2 fp = frac(pos);
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float3 C0 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, -2.0)).rgb;
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float3 C1 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, -1.0)).rgb;
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float3 C2 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 0.0)).rgb;
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float3 C3 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 1.0)).rgb;
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float3 C4 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 2.0)).rgb;
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float3 C5 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 3.0)).rgb;
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float3 color = lanczos3ar(fp.y, C0, C1, C2, C3, C4, C5);
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return float4(color, 1.0);
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}
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technique Lanczos3
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_Lanczos3_X;
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RenderTarget = tLanczos3_P0;
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}
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_Lanczos3_Y;
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}
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}
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