mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-12-02 02:25:40 +00:00
91962508fe
* Fix crt-cyclon and update others - Fix some crt-cyclon parameters; - Update bicubic and lanczos3. * Update crt-geom.fx and geom.fx - Added image center X and Y to crt-geom.fx and geom.fx.
141 lines
5 KiB
HLSL
141 lines
5 KiB
HLSL
#include "ReShade.fxh"
|
|
|
|
/*
|
|
Bicubic multipass Shader
|
|
|
|
Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
|
|
*/
|
|
|
|
uniform int BICUBIC_FILTER <
|
|
ui_type = "combo";
|
|
ui_items = "Bicubic\0Catmull-Rom\0B-Spline\0Hermite\0";
|
|
ui_label = "Bicubic Filter";
|
|
ui_tooltip = "Bicubic: balanced. Catmull-Rom: sharp. B-Spline: blurred. Hermite: soft pixelized.";
|
|
> = 0;
|
|
|
|
|
|
uniform bool B_ANTI_RINGING <
|
|
ui_type = "radio";
|
|
ui_label = "Bicubic Anti-Ringing";
|
|
> = false;
|
|
|
|
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
|
|
uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
|
|
uniform float2 ViewportSize < source = "viewportsize"; >;
|
|
|
|
texture2D tBicubic_P0{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
|
|
sampler2D sBicubic_P0{Texture=tBicubic_P0;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
|
|
|
|
|
|
#define AR_STRENGTH 1.0
|
|
|
|
// Classic Mitchell-Netravali bicubic parameters
|
|
|
|
float4x4 get_inv()
|
|
{
|
|
float bf = 1.0/3.0;
|
|
float cf = 1.0/3.0;
|
|
|
|
if (BICUBIC_FILTER == 1) {bf = 0.0; cf = 0.5;}
|
|
if (BICUBIC_FILTER == 2) {bf = 1.0; cf = 0.0;}
|
|
if (BICUBIC_FILTER == 3) {bf = 0.0; cf = 0.0;}
|
|
|
|
return float4x4( (-bf - 6.0*cf)/6.0, (3.0*bf + 12.0*cf)/6.0, (-3.0*bf - 6.0*cf)/6.0, bf/6.0,
|
|
(12.0 - 9.0*bf - 6.0*cf)/6.0, (-18.0 + 12.0*bf + 6.0*cf)/6.0, 0.0, (6.0 - 2.0*bf)/6.0,
|
|
-(12.0 - 9.0*bf - 6.0*cf)/6.0, (18.0 - 15.0*bf - 12.0*cf)/6.0, (3.0*bf + 6.0*cf)/6.0, bf/6.0,
|
|
(bf + 6.0*cf)/6.0, -cf, 0.0, 0.0);
|
|
|
|
|
|
}
|
|
|
|
float3 bicubic_ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3)
|
|
{
|
|
float4 weights = mul(get_inv(), float4(fp*fp*fp, fp*fp, fp, 1.0));
|
|
float3 color = mul(weights, float4x3( C0, C1, C2, C3 ));
|
|
|
|
// Anti-ringing
|
|
if (B_ANTI_RINGING == true)
|
|
{
|
|
float3 aux = color;
|
|
float3 min_sample = min(min(C0, C1), min(C2, C3));
|
|
float3 max_sample = max(max(C0, C1), max(C2, C3));
|
|
color = clamp(color, min_sample, max_sample);
|
|
color = lerp(aux, color, step(0.0, (C0-C1)*(C2-C3)));
|
|
}
|
|
|
|
return color;
|
|
}
|
|
|
|
|
|
float4 PS_Bicubic_X(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
|
|
{
|
|
// Both dimensions are unfiltered, so it looks for lores pixels.
|
|
float2 ps = NormalizedNativePixelSize;
|
|
float2 pos = uv_tx.xy/ps - float2(0.5, 0.0);
|
|
float2 tc = (floor(pos) + float2(0.5, 0.5)) * ps;
|
|
float2 fp = frac(pos);
|
|
|
|
float3 C0 = tex2D(ReShade::BackBuffer, tc + ps*float2(-1.0, 0.0)).rgb;
|
|
float3 C1 = tex2D(ReShade::BackBuffer, tc + ps*float2( 0.0, 0.0)).rgb;
|
|
float3 C2 = tex2D(ReShade::BackBuffer, tc + ps*float2( 1.0, 0.0)).rgb;
|
|
float3 C3 = tex2D(ReShade::BackBuffer, tc + ps*float2( 2.0, 0.0)).rgb;
|
|
|
|
float3 color = bicubic_ar(fp.x, C0, C1, C2, C3);
|
|
|
|
return float4(color, 1.0);
|
|
}
|
|
|
|
|
|
float4 PS_Bicubic_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/(ViewportSize.x*BufferToViewportRatio.x), NormalizedNativePixelSize.y);
|
|
float2 pos = uv_tx.xy/ps - float2(0.0, 0.5);
|
|
float2 tc = (floor(pos) + float2(0.5, 0.5)) * ps;
|
|
float2 fp = frac(pos);
|
|
|
|
float3 C0 = tex2D(sBicubic_P0, tc + ps*float2(0.0, -1.0)).rgb;
|
|
float3 C1 = tex2D(sBicubic_P0, tc + ps*float2(0.0, 0.0)).rgb;
|
|
float3 C2 = tex2D(sBicubic_P0, tc + ps*float2(0.0, 1.0)).rgb;
|
|
float3 C3 = tex2D(sBicubic_P0, tc + ps*float2(0.0, 2.0)).rgb;
|
|
|
|
float3 color = bicubic_ar(fp.y, C0, C1, C2, C3);
|
|
|
|
return float4(color, 1.0);
|
|
}
|
|
|
|
|
|
technique Bicubic
|
|
{
|
|
pass
|
|
{
|
|
VertexShader = PostProcessVS;
|
|
PixelShader = PS_Bicubic_X;
|
|
RenderTarget = tBicubic_P0;
|
|
}
|
|
pass
|
|
{
|
|
VertexShader = PostProcessVS;
|
|
PixelShader = PS_Bicubic_Y;
|
|
}
|
|
}
|