Duckstation/data/resources/shaders/reshade/Shaders/interpolation/lanczos3.fx
Hyllian cf15591704
Add crt-hyllian-sinc.fx, crt-geo-zfast.fx and update others (#3252)
* 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.
2024-07-15 22:06:02 +10:00

147 lines
4.5 KiB
HLSL

#include "ReShade.fxh"
/*
Lanczos3 - Multipass code by Hyllian 2022.
*/
/*
Copyright (C) 2010 Team XBMC
http://www.xbmc.org
Copyright (C) 2011 Stefanos A.
http://www.opentk.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, 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, write to
the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
http://www.gnu.org/copyleft/gpl.html
*/
uniform float L3_PRESCALE <
ui_type = "drag";
ui_min = 1.0;
ui_max = 8.0;
ui_step = 1.0;
ui_label = "Prescale factor";
> = 1.0;
uniform bool LANCZOS3_ANTI_RINGING <
ui_type = "radio";
ui_label = "Lanczos3 Anti-Ringing";
> = true;
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
uniform float BufferWidth < source = "bufferwidth"; >;
texture2D tLanczos3_P0{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
sampler2D sLanczos3_P0{Texture=tLanczos3_P0;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
#define AR_STRENGTH 1.0
#define FIX(c) (max(abs(c),1e-5))
#define PI 3.1415926535897932384626433832795
#define radius 3.0
float3 weight3(float x)
{
float3 Sampling = FIX(2.0 * PI * float3(x - 1.5, x - 0.5, x + 0.5));
// Lanczos3. Note: we normalize outside this function, so no point in multiplying by radius.
return sin(Sampling) * sin(Sampling / radius) / (Sampling * Sampling);
}
float3 lanczos3ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3, float3 C4, float3 C5)
{
float3 w1 = weight3(0.5 - fp * 0.5);
float3 w2 = weight3(1.0 - fp * 0.5);
float sum = dot(w1, 1.0.xxx) + dot(w2, 1.0.xxx);
w1 /= sum;
w2 /= sum;
float3 color = mul(w1, float3x3( C0, C2, C4 )) + mul(w2, float3x3( C1, C3, C5));
// Anti-ringing
if (LANCZOS3_ANTI_RINGING == true)
{
float3 aux = color;
float3 min_sample = min(min(C1, C2), min(C3, C4));
float3 max_sample = max(max(C1, C2), max(C3, C4));
color = clamp(color, min_sample, max_sample);
color = lerp(aux, color, AR_STRENGTH*step(0.0, (C1-C2)*(C3-C4)));
}
return color;
}
float4 PS_Lanczos3_X(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
{
// Both dimensions are unfiltered, so it looks for lores pixels.
float2 ps = NormalizedNativePixelSize/L3_PRESCALE;
float2 pos = uv_tx.xy/ps - float2(0.5, 0.0);
float2 tc = (floor(pos) + 0.5.xx) * ps;
float2 fp = frac(pos);
float3 C0 = tex2D(ReShade::BackBuffer, tc + ps*float2(-2.0, 0.0)).rgb;
float3 C1 = tex2D(ReShade::BackBuffer, tc + ps*float2(-1.0, 0.0)).rgb;
float3 C2 = tex2D(ReShade::BackBuffer, tc + ps*float2( 0.0, 0.0)).rgb;
float3 C3 = tex2D(ReShade::BackBuffer, tc + ps*float2( 1.0, 0.0)).rgb;
float3 C4 = tex2D(ReShade::BackBuffer, tc + ps*float2( 2.0, 0.0)).rgb;
float3 C5 = tex2D(ReShade::BackBuffer, tc + ps*float2( 3.0, 0.0)).rgb;
float3 color = lanczos3ar(fp.x, C0, C1, C2, C3, C4, C5);
return float4(color, 1.0);
}
float4 PS_Lanczos3_Y(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
{
// One must be careful here. Horizontal dimension is already filtered, so it looks for x in hires.
float2 ps = float2(1.0/BufferWidth, NormalizedNativePixelSize.y/L3_PRESCALE);
float2 pos = uv_tx.xy/ps - float2(0.0, 0.5);
float2 tc = (floor(pos) + 0.5.xx) * ps;
float2 fp = frac(pos);
float3 C0 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, -2.0)).rgb;
float3 C1 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, -1.0)).rgb;
float3 C2 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 0.0)).rgb;
float3 C3 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 1.0)).rgb;
float3 C4 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 2.0)).rgb;
float3 C5 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 3.0)).rgb;
float3 color = lanczos3ar(fp.y, C0, C1, C2, C3, C4, C5);
return float4(color, 1.0);
}
technique Lanczos3
{
pass
{
VertexShader = PostProcessVS;
PixelShader = PS_Lanczos3_X;
RenderTarget = tLanczos3_P0;
}
pass
{
VertexShader = PostProcessVS;
PixelShader = PS_Lanczos3_Y;
}
}