| Author | Topics » Book an abo for this thread |  |
guest  Real addict
  

Status:Offline Date registered: 30.07.2004 Post:856 Send Message | Created on 01.07.2009 - 15:18 |  |
You can grab Dosbox from: http://code.google.com/p/emugameshader/downloads/list
It's a 2 pass shader, not easily merged into one pass. I hope it can be put to some good use.
The Gs2xSmartFilter shader:
| Code: | | 1: | | 2: | | 3: | | 4: | | 5: | | 6: | | 7: | | 8: | | 9: | | 10: | | 11: | | 12: | | 13: | | 14: | | 15: | | 16: | | 17: | | 18: | | 19: | | 20: | | 21: | | 22: | | 23: | | 24: | | 25: | | 26: | | 27: | | 28: | | 29: | | 30: | | 31: | | 32: | | 33: | | 34: | | 35: | | 36: | | 37: | | 38: | | 39: | | 40: | | 41: | | 42: | | 43: | | 44: | | 45: | | 46: | | 47: | | 48: | | 49: | | 50: | | 51: | | 52: | | 53: | | 54: | | 55: | | 56: | | 57: | | 58: | | 59: | | 60: | | 61: | | 62: | | 63: | | 64: | | 65: | | 66: | | 67: | | 68: | | 69: | | 70: | | 71: | | 72: | | 73: | | 74: | | 75: | | 76: | | 77: | | 78: | | 79: | | 80: | | 81: | | 82: | | 83: | | 84: | | 85: | | 86: | | 87: | | 88: | | 89: | | 90: | | 91: | | 92: | | 93: | | 94: | | 95: | | 96: | | 97: | | 98: | | 99: | | 100: | | 101: | | 102: | | 103: | | 104: | | 105: | | 106: | | 107: | | 108: | | 109: | | 110: | | 111: | | 112: | | 113: | | 114: | | 115: | | 116: | | 117: | | 118: | | 119: | | 120: | | 121: | | 122: | | 123: | | 124: | | 125: | | 126: | | 127: | | 128: | | 129: | | 130: | | 131: | | 132: | | 133: | | 134: | | 135: | | 136: | | 137: | | 138: | | 139: | | 140: | | 141: | | 142: | | 143: | | 144: | | 145: | | 146: | | 147: | | 148: | | 149: | | 150: | | 151: | | 152: | | 153: | | 154: | | 155: | | 156: | | 157: | | 158: | | 159: | | 160: | | 161: | | 162: | | 163: | | 164: | | 165: | | 166: | | 167: | | 168: | | 169: | | 170: | | 171: | | 172: | | 173: | | 174: | | 175: | | | |
| /*
|
| Copyright (C) 2009 guest(r) - guest.r@gmail.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
| 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.
|
| */
|
| /*
|
| The Gs2xSmartFilter shader is well used to scale a gfx. buffer to a custom size.
|
| Note: set scaler to normal2x or any other 2x scaler.
|
| If playing a hi-res game, add the word: forced (example scaler = normal2x forced)
|
| */
|
|
|
| #include "shader.code"
|
| float scaling : SCALING = 0.1;
| float3 dtt = float3(0.001,0.001,0.001);
|
|
| string preprocessTechique : PREPROCESSTECHNIQUE = "Gs2x";
| string combineTechique : COMBINETECHNIQUE = "SmartFilter";
|
|
|
| // **VS**
|
| VERTEX_STUFF0 S_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
| {
| VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0;
|
| float dx = ps.x;
| float dy = ps.y;
|
| OUT.coord = mul(float4(p,1),WorldViewProjection);
| OUT.CT = tc;
| OUT.t1.xy = tc + float2(-dx, 0);
| OUT.t2.xy = tc + float2( dx, 0);
| OUT.t3.xy = tc + float2( 0,-dy);
| OUT.t4.xy = tc + float2( 0, dy);
| OUT.t1.zw = tc + float2(-dx,-dy);
| OUT.t2.zw = tc + float2(-dx, dy);
| OUT.t3.zw = tc + float2( dx,-dy);
| OUT.t4.zw = tc + float2( dx, dy);
|
| return OUT;
| }
|
| // **PS**
|
| float4 S_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
| {
| half3 c00 = tex2D(s_p, VAR.t1.zw).xyz;
| half3 c10 = tex2D(s_p, VAR.t3.xy).xyz;
| half3 c20 = tex2D(s_p, VAR.t3.zw).xyz;
| half3 c01 = tex2D(s_p, VAR.t1.xy).xyz;
| half3 c11 = tex2D(s_p, VAR.CT).xyz;
| half3 c21 = tex2D(s_p, VAR.t2.xy).xyz;
| half3 c02 = tex2D(s_p, VAR.t2.zw).xyz;
| half3 c12 = tex2D(s_p, VAR.t4.xy).xyz;
| half3 c22 = tex2D(s_p, VAR.t4.zw).xyz;
|
| float d1=dot(abs(c00-c22),dt)+0.001;
| float d2=dot(abs(c20-c02),dt)+0.001;
| float hl=dot(abs(c01-c21),dt)+0.001;
| float vl=dot(abs(c10-c12),dt)+0.001;
|
| float3 t1=(hl*(c10+c12)+vl*(c01+c21)+(hl+vl)*c11)/(6.0*(hl+vl));
| float3 t2=(d1*(c20+c02)+d2*(c00+c22)+(d1+d2)*c11)/(6.0*(d1+d2));
|
| return float4 (t1+t2,1);
|
| }
|
| VERTEX_STUFF0 S_VERTEX0 (float3 p : POSITION, float2 tc : TEXCOORD0)
| {
| VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0;
|
| float dx = ps.x*0.5;
| float dy = ps.y*0.5;
|
| OUT.coord = mul(float4(p,1),WorldViewProjection);
| OUT.CT = tc;
| OUT.t1.xy = tc + float2(-dx, 0);
| OUT.t2.xy = tc + float2( dx, 0);
| OUT.t3.xy = tc + float2( 0,-dy);
| OUT.t4.xy = tc + float2( 0, dy);
| OUT.t1.zw = tc + float2(-dx,-dy);
| OUT.t2.zw = tc + float2(-dx, dy);
| OUT.t3.zw = tc + float2( dx,-dy);
| OUT.t4.zw = tc + float2( dx, dy);
|
| return OUT;
| }
|
| // **PS**
|
| float4 S_FRAGMENT0 ( in VERTEX_STUFF0 VAR ) : COLOR
| {
| half3 c00 = tex2D(w_l, VAR.t1.zw).xyz;
| half3 c10 = tex2D(w_l, VAR.t3.xy).xyz;
| half3 c20 = tex2D(w_l, VAR.t3.zw).xyz;
| half3 c01 = tex2D(w_l, VAR.t1.xy).xyz;
| half3 c11 = tex2D(w_l, VAR.CT).xyz;
| half3 c21 = tex2D(w_l, VAR.t2.xy).xyz;
| half3 c02 = tex2D(w_l, VAR.t2.zw).xyz;
| half3 c12 = tex2D(w_l, VAR.t4.xy).xyz;
| half3 c22 = tex2D(w_l, VAR.t4.zw).xyz;
|
| float3 mn1 = min(min(c00,c01),c02);
| float3 mn2 = min(min(c10,c11),c12);
| float3 mn3 = min(min(c20,c21),c22);
| float3 mx1 = max(max(c00,c01),c02);
| float3 mx2 = max(max(c10,c11),c12);
| float3 mx3 = max(max(c20,c21),c22);
|
| mn1 = min(min(mn1,mn2),mn3);
| mx1 = max(max(mx1,mx2),mx3);
|
| float3 dif1 = abs(c11-mn1) + dtt;
| float3 dif2 = abs(c11-mx1) + dtt;
|
| float filterparam = 5.0;
| // float filterparam = 2*length(mn1-mx1) + 0.75;
| // float filterparam = length(mx1-mn1) + dot(mx1-mn1,mx1-mn1) + dot(abs(mx1-mn1),float3(2,2,2)) + 0.5;
| // float filterparam = pow(dot(abs(mn1-mx1),float3(2,2,2)),sqrt(dot(abs(mn1-mx1),float3(1,1,1)))+0.5) + 0.75;
| // float filterparam = 2.75*dot(abs(mn1-mx1),dt)/(dot(c11,dt)+0.1) + 0.5;
|
| dif1=float3(pow(dif1.x,filterparam),pow(dif1.y,filterparam),pow(dif1.z,filterparam));
| dif2=float3(pow(dif2.x,filterparam),pow(dif2.y,filterparam),pow(dif2.z,filterparam));
|
| return float4( (dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x),
| (dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y),
| (dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z),1);
| }
|
|
| technique Gs2x
| {
| pass P0
| {
| VertexShader = compile vs_2_0 S_VERTEX();
| PixelShader = compile ps_2_0 S_FRAGMENT();
| }
| }
|
|
| technique SmartFilter
| {
| pass P0
| {
| VertexShader = compile vs_3_0 S_VERTEX0();
| PixelShader = compile ps_3_0 S_FRAGMENT0();
| }
| }
| | |
[Dieser Beitrag wurde am 10.07.2009 - 18:40 von guest aktualisiert]
|
|
|
guest  Real addict
  

Status:Offline Date registered: 30.07.2004 Post:856 Send Message | Created on 02.07.2009 - 16:10 |  |
OK the algorithm is not easily 1 passed, but the end effect can be achieved 'close to original' with little more trust 'on guesswork. :P
With the OGL2 plugin it's best to set internal resolutions to low (0,0), use fullscreen smothing and max shader effect level.
The GLSmartTexMag filter:
Fragment file:
| Code: | | 1: | | 2: | | 3: | | 4: | | 5: | | 6: | | 7: | | 8: | | 9: | | 10: | | 11: | | 12: | | 13: | | 14: | | 15: | | 16: | | 17: | | 18: | | 19: | | 20: | | 21: | | 22: | | 23: | | 24: | | 25: | | 26: | | 27: | | 28: | | 29: | | 30: | | 31: | | 32: | | 33: | | 34: | | 35: | | 36: | | 37: | | 38: | | 39: | | 40: | | 41: | | 42: | | 43: | | 44: | | 45: | | 46: | | 47: | | 48: | | 49: | | 50: | | 51: | | 52: | | 53: | | 54: | | 55: | | 56: | | 57: | | 58: | | 59: | | 60: | | 61: | | 62: | | 63: | | 64: | | 65: | | 66: | | 67: | | 68: | | 69: | | 70: | | 71: | | 72: | | 73: | | 74: | | 75: | | 76: | | 77: | | 78: | | 79: | | 80: | | 81: | | 82: | | 83: | | 84: | | 85: | | 86: | | 87: | | 88: | | 89: | | 90: | | 91: | | 92: | | 93: | | 94: | | 95: | | | |
| /*
| The GLSmartTexMag filter shader
|
| Copyright (C) 2009 guest(r) - guest.r@gmail.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
| 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.
|
| */
|
|
| uniform sampler2D OGL2Texture;
|
| float hd(float x)
| {
| float y = x*1.1547-1.0;
| float z = x*0.8660254;
| y = (sin(y*1.5707)+1.0)*0.866025;
| return ((1.0-z)*x+z*y);
| }
|
| void main()
| {
| vec3 c11 = texture2D(OGL2Texture, gl_TexCoord[0].xy).xyz;
| vec3 s00 = texture2D(OGL2Texture, gl_TexCoord[1].xy).xyz;
| vec3 s20 = texture2D(OGL2Texture, gl_TexCoord[2].xy).xyz;
| vec3 s22 = texture2D(OGL2Texture, gl_TexCoord[3].xy).xyz;
| vec3 s02 = texture2D(OGL2Texture, gl_TexCoord[4].xy).xyz;
| vec3 c00 = texture2D(OGL2Texture, gl_TexCoord[5].xy).xyz;
| vec3 c22 = texture2D(OGL2Texture, gl_TexCoord[6].xy).xyz;
| vec3 c20 = texture2D(OGL2Texture, gl_TexCoord[5].zw).xyz;
| vec3 c02 = texture2D(OGL2Texture, gl_TexCoord[6].zw).xyz;
| vec3 c01 = texture2D(OGL2Texture, gl_TexCoord[1].zw).xyz;
| vec3 c21 = texture2D(OGL2Texture, gl_TexCoord[2].zw).xyz;
| vec3 c10 = texture2D(OGL2Texture, gl_TexCoord[3].zw).xyz;
| vec3 c12 = texture2D(OGL2Texture, gl_TexCoord[4].zw).xyz;
| vec3 dt = vec3(1.0,1.0,1.0);
|
| float d1=dot(abs(c00-c22),dt)+0.001;
| float d2=dot(abs(c20-c02),dt)+0.001;
| float hl=dot(abs(c01-c21),dt)+0.001;
| float vl=dot(abs(c10-c12),dt)+0.001;
| float m1=dot(abs(s00-s22),dt)+0.001;
| float m2=dot(abs(s02-s20),dt)+0.001;
|
| vec3 t1=(hl*(c10+c12)+vl*(c01+c21)+(hl+vl)*c11)/(3.0*(hl+vl));
| vec3 t2=(d1*(c20+c02)+d2*(c00+c22)+(d1+d2)*c11)/(3.0*(d1+d2));
|
| c11 =.25*(t1+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2));
|
| vec3 mn1 = min(min(c00,c01),c02);
| vec3 mn2 = min(min(c10,c11),c12);
| vec3 mn3 = min(min(c20,c21),c22);
|
| vec3 mx1 = max(max(c00,c01),c02);
| vec3 mx2 = max(max(c10,c11),c12);
| vec3 mx3 = max(max(c20,c21),c22);
|
| mn1 = min(min(mn1,mn2),mn3);
| mx1 = max(max(mx1,mx2),mx3);
|
| float filterparam = 3.0;
| // float filterparam = 2.0*length(mn1-mx1) + 0.75;
| // float filterparam = length(mx1-mn1) + dot(mx1-mn1,mx1-mn1) + dot(abs(mx1-mn1),vec3(2.0)) + 0.5;
|
| vec3 dif1 = abs(c11-mn1) + 0.001*dt;
| vec3 dif2 = abs(c11-mx1) + 0.001*dt;
|
| dif1=vec3(pow(dif1.x,filterparam),pow(dif1.y,filterparam),pow(dif1.z,filterparam));
| dif2=vec3(pow(dif2.x,filterparam),pow(dif2.y,filterparam),pow(dif2.z,filterparam));
|
| c11.r = (dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x);
| c11.g = (dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y);
| c11.b = (dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z);
|
| d1 = length(c11);
| c11= vec3(pow(c11,vec3(1.2)));
|
| gl_FragColor.xyz=hd(d1)*normalize(c11);
| }
|
|
| | |
Vertex file:
| Code: | | 1: | | 2: | | 3: | | 4: | | 5: | | 6: | | 7: | | 8: | | 9: | | 10: | | 11: | | 12: | | 13: | | 14: | | 15: | | 16: | | 17: | | 18: | | 19: | | 20: | | 21: | | 22: | | 23: | | 24: | | 25: | | 26: | | 27: | | 28: | | 29: | | 30: | | 31: | | 32: | | 33: | | 34: | | 35: | | 36: | | 37: | | 38: | | 39: | | 40: | | 41: | | 42: | | 43: | | 44: | | 45: | | 46: | | 47: | | 48: | | 49: | | 50: | | | |
| /*
|
| Copyright (C) 2005 guest(r) - guest.r@gmail.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
| 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.
|
| */
|
|
|
| uniform vec4 OGL2Param;
| uniform vec4 OGL2Size;
|
| void main()
| {
| float x = (OGL2Size.x/2048.0)*OGL2Param.x;
| float y = (OGL2Size.y/1024.0)*OGL2Param.y;
| vec2 dg1 = vec2( x,y); vec2 dg2 = vec2(-x,y);
| vec2 sd1 = dg1*0.5; vec2 sd2 = dg2*0.5;
| vec2 ddx = vec2(x,0.0); vec2 ddy = vec2(0.0,y);
|
| gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
| gl_TexCoord[0] = gl_MultiTexCoord0;
| gl_TexCoord[1].xy = gl_TexCoord[0].xy - sd1;
| gl_TexCoord[2].xy = gl_TexCoord[0].xy - sd2;
| gl_TexCoord[3].xy = gl_TexCoord[0].xy + sd1;
| gl_TexCoord[4].xy = gl_TexCoord[0].xy + sd2;
| gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1;
| gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1;
| gl_TexCoord[5].zw = gl_TexCoord[0].xy - dg2;
| gl_TexCoord[6].zw = gl_TexCoord[0].xy + dg2;
| gl_TexCoord[1].zw = gl_TexCoord[0].xy - ddy;
| gl_TexCoord[2].zw = gl_TexCoord[0].xy + ddx;
| gl_TexCoord[3].zw = gl_TexCoord[0].xy + ddy;
| gl_TexCoord[4].zw = gl_TexCoord[0].xy - ddx;
| }
| | |
[Dieser Beitrag wurde am 05.08.2009 - 12:20 von guest aktualisiert]
|
zaykho

Status:Offline Date registered: 25.06.2009 Post:5 Send Message | Created on 02.07.2009 - 21:15 |  |
W - O - W !!!!!
That's A W E S O M E !!! o_O
It is very close to what I search, a very nice shader what smooth and improve the color of the game.
Very nice ;p
But what is DOSbox ??? I dont understand ?
Here it's a screen "comporator" ;o



(ps: yes guest as right, be carefull if you use the maximum internal resolution (x,y) with this shader, because your system will be very slow!)
|
KrossX Strong supporter
 

Status:Offline Date registered: 16.06.2008 Post:90 Send Message | Created on 03.07.2009 - 09:13 |  |
It's very nice indeed. O_O
Here are some shots running Castlevania: SotN
Pete's OGL2, Internal (0,0):
No shader | Shader level 4
For comparison, with PEOpS:
Scale3x | HQ3x
And yes, the shader is quite demanding. It went from 250+ FPS with the shader disabled, to ~30 FPS when enabled... no difference from level 1 to 4.
Of course, this just with me'old low end piece of... hardware. XD
PS: O_O ... the character looks a bit, fat.. on OGL2.
#EDIT: More Pete's OGL2 tests.
Same resolution, 1280x960
Internal (2,2)... FPS ~28
Resolution, 640x480
Internal (0,0)... FPS ~106
Internal (2,2)... FPS ~75
Resolution, 800x600
Internal (0,0)... FPS ~70
Internal (2,2)... FPS ~55
I guess it depends a lot more on the normal resolution,
than on the internal resolution. Also, no noticeable
difference in speed between shader levels.
[Dieser Beitrag wurde am 03.07.2009 - 09:27 von KrossX aktualisiert]
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guest  Real addict
  

Status:Offline Date registered: 30.07.2004 Post:856 Send Message | Created on 03.07.2009 - 19:19 |  |
I changed the code a bit, should work a bit better now, especially with other formula for the 'filterparam' variable.
It still works like 1-x to n-x filter, or more like 1-x to n-x HQ filter due the better compare value.
The DosBOX version has a 1-x to 2-x, 2-x to n-x implementation (2 pass).
I mention this because in the OGL2 case only the (0,0) res. interpolates the big pixels in a suitable way. (1,1) can be used - for example - with texture filtering or 2xsai hi-res textures...
It was found out as it seems that 4x scale, AA, smart-mag-filter would do a very nice job, but 3 passes are needed for this, or at least 2 for a LQ implementation.
... and shader power got cheap, available, The HD4770, HD4850...are even cheaper now then my 9600 Atlantis was when i bought it. :D
|
KrossX Strong supporter
 

Status:Offline Date registered: 16.06.2008 Post:90 Send Message | Created on 03.07.2009 - 21:11 |  |
Yay! More to try~~
I see why is better to try it at native internal resolution.
Quite the limitation having to do all that on one pass.
Anyhow, here are some screens:
OGL2, 1280x960, Internal (0,0), Shader level 4
With FS filter | Without FS filter
There are some artifacts now, those white and yellow... dots?
About speed, no change. XD
And yes, considering what I payed for my low end Series 7, I could buy a 9800GTX+ now. T_T
[Dieser Beitrag wurde am 03.07.2009 - 21:11 von KrossX aktualisiert]
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guest  Real addict
  

Status:Offline Date registered: 30.07.2004 Post:856 Send Message | Created on 04.07.2009 - 06:57 |  |
Kk, i rather reposted the previous version, since it seem to be a little more 'dot resistant'.
It's my humble guess only that there is some degree of risk involved when calculating the base values in a broad manner. It could be done more accurate in a single pass, gaining like 25% on quality, but much slower.
-----------------------------------------------------------
Another interesting discovery. Since DOS games use less colors compared with PSX games (texturing, transparence, dithering, filtering...), the classic scaling algorithms do a much better job there.
If smart filter is used with like advmame2x instead of normal 2x, then the end image can turn out even nicer...
Example1: KQ5 - advmame2x + smart filter, 1024x768
Example2: X-Wing - 2xSai + smart filter, 900x700
Fun fun fun...
[Dieser Beitrag wurde am 23.07.2009 - 15:27 von guest aktualisiert]
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KrossX Strong supporter
 

Status:Offline Date registered: 16.06.2008 Post:90 Send Message | Created on 14.07.2009 - 07:56 |  |
O_O .. update and screenies, yay!
Those DOS games look quite nice. XD
I was going to post this screenies, using the shader that had filterparam = 4.0
640x480(0,0): No Shader | Shader lv4
640x480(1,1): No Shader | Shader lv4 <= Looks very nice to me. =D
1280x960(1,1): No Shader | Shader lv4
Now to update the shader files with the new ones. ^_^
#EDIT: With new version~~
640x480(1,1): No Shader | Shader lv4
I notice abolutely, no difference. XD
Imma keep it.
[Dieser Beitrag wurde am 14.07.2009 - 08:12 von KrossX aktualisiert]
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guest  Real addict
  

Status:Offline Date registered: 30.07.2004 Post:856 Send Message | Created on 23.07.2009 - 15:40 |  |
An improoved version. For DosBox only atm.
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| /* ############################################################################################
|
| Copyright (C) 2009 guest(r) - guest.r@gmail.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
| 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.
|
| ############################################################################################
|
| The Gs2xSmartFilter shader is well used to scale a gfx. buffer to a custom size.
|
| Note: set scaler to normal2x or advmame2x...
|
| Note: If playing a hi-res game set scaler to forced mode (i.e. scaler = normal2x forced)
|
| ############################################################################################*/
|
|
|
| #include "shader.code"
|
| float scaling : SCALING = 0.1;
| float3 dtt = float3(0.005,0.005,0.005);
|
| string preprocessTechique : PREPROCESSTECHNIQUE = "Gs2x";
| string combineTechique : COMBINETECHNIQUE = "SmartFilter";
|
|
|
|
| VERTEX_STUFF0 S_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
| {
| VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0;
|
| float dx = ps.x;
| float dy = ps.y;
|
| OUT.coord = mul(float4(p,1),WorldViewProjection);
| OUT.CT = tc;
| OUT.t1.xy = tc + float2(-dx, 0);
| OUT.t2.xy = tc + float2( dx, 0);
| OUT.t3.xy = tc + float2( 0,-dy);
| OUT.t4.xy = tc + float2( 0, dy);
| OUT.t1.zw = tc + float2(-dx,-dy);
| OUT.t2.zw = tc + float2(-dx, dy);
| OUT.t3.zw = tc + float2( dx,-dy);
| OUT.t4.zw = tc + float2( dx, dy);
|
| return OUT;
| }
|
| // **PS**
|
| float4 S_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
| {
| half3 c00 = tex2D(s_l, VAR.t1.zw).xyz;
| half3 c10 = tex2D(s_l, VAR.t3.xy).xyz;
| half3 c20 = tex2D(s_l, VAR.t3.zw).xyz;
| half3 c01 = tex2D(s_l, VAR.t1.xy).xyz;
| half3 c11 = tex2D(s_l, VAR.CT).xyz;
| half3 c21 = tex2D(s_l, VAR.t2.xy).xyz;
| half3 c02 = tex2D(s_l, VAR.t2.zw).xyz;
| half3 c12 = tex2D(s_l, VAR.t4.xy).xyz;
| half3 c22 = tex2D(s_l, VAR.t4.zw).xyz;
|
| float d1 = dot(abs(c00-c22),dt)+0.001;
| float d2 = dot(abs(c20-c02),dt)+0.001;
| float hl = dot(abs(c01-c21),dt)+0.001;
| float vl = dot(abs(c10-c12),dt)+0.001;
|
| float k1=hl+vl;
| float k2=d1+d2;
|
| float3 t1=(hl*(c10+c12)+vl*(c01+c21)+k1*c11)/(3.0*(hl+vl));
| float3 t2=(d1*(c20+c02)+d2*(c00+c22)+k2*c11)/(3.0*(d1+d2));
|
| k1=dot(abs(t1-c11),dt)+0.001;
| k2=dot(abs(t2-0.5*(c11+t1)),dt)+0.001;
|
| return float4((k1*t2+k2*t1)/(k1+k2),1);
| }
|
|
| VERTEX_STUFF4 S_VERTEX0 (float3 p : POSITION, float2 tc : TEXCOORD0)
| {
| VERTEX_STUFF4 OUT = (VERTEX_STUFF4)0;
|
| float dx = ps.x*0.5;
| float dy = ps.y*0.5;
|
| OUT.coord = mul(float4(p,1),WorldViewProjection);
| OUT.CT = tc;
|
| OUT.t1 = float4(tc,tc) + float4(-dx,-dy, dx,-dy); // outer diag. texels
| OUT.t2 = float4(tc,tc) + float4( dx, dy,-dx, dy);
| OUT.t5 = float4(tc,tc) + float4(-dx, 0, dx, 0); // inner hor/vert texels
| OUT.t6 = float4(tc,tc) + float4( 0,-dy, 0, dy);
|
| return OUT;
| }
|
|
| // **PS**
|
| float4 S_FRAGMENT0 ( in VERTEX_STUFF4 VAR ) : COLOR
|
| {
| half3 c11 = tex2D(w_l, VAR.CT ).xyz;
| half3 c00 = tex2D(w_l, VAR.t1.xy).xyz;
| half3 c20 = tex2D(w_l, VAR.t1.zw).xyz;
| half3 c22 = tex2D(w_l, VAR.t2.xy).xyz;
| half3 c02 = tex2D(w_l, VAR.t2.zw).xyz;
| half3 c01 = tex2D(w_l, VAR.t5.xy).xyz;
| half3 c21 = tex2D(w_l, VAR.t5.zw).xyz;
| half3 c10 = tex2D(w_l, VAR.t6.xy).xyz;
| half3 c12 = tex2D(w_l, VAR.t6.zw).xyz;
|
| float d1 = dot(abs(c00-c22),dt)+0.001;
| float d2 = dot(abs(c20-c02),dt)+0.001;
| float hl = dot(abs(c01-c21),dt)+0.001;
| float vl = dot(abs(c10-c12),dt)+0.001;
|
| float3 mn1 = min (min (c00,c01), c02);
| float3 mn2 = min (min (c10,c11), c12);
| float3 mn3 = min (min (c20,c21), c22);
| float3 mx1 = max (max (c00,c01), c02);
| float3 mx2 = max (max (c10,c11), c12);
| float3 mx3 = max (max (c20,c21), c22);
|
| mn1 = min(min(mn1,mn2),mn3);
| mx1 = max(max(mx1,mx2),mx3);
|
| c11=(hl*(c10+c12)+vl*(c01+c21)+(hl+vl)*c11)/(6.0*(hl+vl))+
| (d1*(c20+c02)+d2*(c00+c22)+(d1+d2)*c11)/(6.0*(d1+d2));
|
| float3 dif1 = abs(c11-mn1) + dtt;
| float3 dif2 = abs(c11-mx1) + dtt;
|
| float filterparam = 5.5;
|
| // Filterparam variable can be calculated by different formula, for nicer smoothing for example
|
| // float filterparam = clamp(5*length(mn1-mx1)+ 5*dot(abs(mn1-mx1),dt)+0.90,1,6);
|
| dif1=float3(pow(dif1.x,filterparam),pow(dif1.y,filterparam),pow(dif1.z,filterparam));
| dif2=float3(pow(dif2.x,filterparam),pow(dif2.y,filterparam),pow(dif2.z,filterparam));
|
| c11 = float3((dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x),
| (dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y),
| (dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z));
|
| return float4(c11,1);
| }
|
|
| technique Gs2x
| {
| pass P0
| {
| VertexShader = compile vs_2_0 S_VERTEX();
| PixelShader = compile ps_2_0 S_FRAGMENT();
| }
| }
|
|
| technique SmartFilter
| {
| pass P0
| {
| VertexShader = compile vs_3_0 S_VERTEX0();
| PixelShader = compile ps_3_0 S_FRAGMENT0();
| }
| }
|
| | |
[Dieser Beitrag wurde am 05.08.2009 - 12:21 von guest aktualisiert]
|
guest  Real addict
  

Status:Offline Date registered: 30.07.2004 Post:856 Send Message | Created on 23.07.2009 - 21:59 |  |
And a bit different implementation...
| Code: | | 1: | | 2: | | 3: | | 4: | | 5: | | 6: | | 7: | | 8: | | 9: | | 10: | | 11: | | 12: | | 13: | | 14: | | 15: | | 16: | | 17: | | 18: | | 19: | | 20: | | 21: | | 22: | | 23: | | 24: | | 25: | | 26: | | 27: | | 28: | | 29: | | 30: | | 31: | | 32: | | 33: | | 34: | | 35: | | 36: | | 37: | | 38: | | 39: | | 40: | | 41: | | 42: | | 43: | | 44: | | 45: | | 46: | | 47: | | 48: | | 49: | | 50: | | 51: | | 52: | | 53: | | 54: | | 55: | | 56: | | 57: | | 58: | | 59: | | 60: | | 61: | | 62: | | 63: | | 64: | | 65: | | 66: | | 67: | | 68: | | 69: | | 70: | | 71: | | 72: | | 73: | | 74: | | 75: | | 76: | | 77: | | 78: | | 79: | | 80: | | 81: | | 82: | | 83: | | 84: | | 85: | | 86: | | 87: | | 88: | | 89: | | 90: | | 91: | | 92: | | 93: | | 94: | | 95: | | 96: | | 97: | | 98: | | 99: | | 100: | | 101: | | 102: | | 103: | | 104: | | 105: | | 106: | | 107: | | 108: | | 109: | | 110: | | 111: | | 112: | | 113: | | 114: | | 115: | | 116: | | 117: | | 118: | | 119: | | 120: | | 121: | | 122: | | 123: | | 124: | | 125: | | 126: | | 127: | | 128: | | 129: | | 130: | | 131: | | 132: | | 133: | | 134: | | 135: | | 136: | | 137: | | 138: | | 139: | | 140: | | 141: | | 142: | | 143: | | 144: | | 145: | | 146: | | 147: | | 148: | | 149: | | 150: | | 151: | | 152: | | 153: | | 154: | | 155: | | 156: | | 157: | | 158: | | 159: | | 160: | | 161: | | 162: | | 163: | | 164: | | 165: | | 166: | | 167: | | 168: | | 169: | | 170: | | 171: | | 172: | | 173: | | 174: | | 175: | | 176: | | 177: | | 178: | | 179: | | 180: | | 181: | | 182: | | 183: | | 184: | | 185: | | 186: | | 187: | | 188: | | 189: | | 190: | | 191: | | 192: | | 193: | | 194: | | 195: | | 196: | | 197: | | | |
| /* ############################################################################################
|
| Copyright (C) 2009 guest(r) - guest.r@gmail.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
| 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 Gs2xSmartFilter shader is well used to scale a gfx. buffer to a custom size.
|
| Note: set scaler to normal2x or advmame2x...
|
| Note: If playing a hi-res game set scaler to forced mode (i.e. scaler = normal2x forced)
|
| ############################################################################################*/
|
|
|
| #include "shader.code"
|
| float scaling : SCALING = 0.1;
| float3 dtt = float3(0.005,0.005,0.005);
|
| string preprocessTechique : PREPROCESSTECHNIQUE = "Gs2x";
| string combineTechique : COMBINETECHNIQUE = "SmartFilter";
|
|
|
|
| VERTEX_STUFF0 S_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
| {
| VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0;
|
| float dx = ps.x;
| float dy = ps.y;
|
| OUT.coord = mul(float4(p,1),WorldViewProjection);
| OUT.CT = tc;
| OUT.t1.xy = tc + float2(-dx, 0);
| OUT.t2.xy = tc + float2( dx, 0);
| OUT.t3.xy = tc + float2( 0,-dy);
| OUT.t4.xy = tc + float2( 0, dy);
| OUT.t1.zw = tc + float2(-dx,-dy);
| OUT.t2.zw = tc + float2(-dx, dy);
| OUT.t3.zw = tc + float2( dx,-dy);
| OUT.t4.zw = tc + float2( dx, dy);
|
| return OUT;
| }
|
| // **PS**
|
| float4 S_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
| {
| half3 c00 = tex2D(s_l, VAR.t1.zw).xyz;
| half3 c10 = tex2D(s_l, VAR.t3.xy).xyz;
| half3 c20 = tex2D(s_l, VAR.t3.zw).xyz;
| half3 c01 = tex2D(s_l, VAR.t1.xy).xyz;
| half3 c11 = tex2D(s_l, VAR.CT).xyz;
| half3 c21 = tex2D(s_l, VAR.t2.xy).xyz;
| half3 c02 = tex2D(s_l, VAR.t2.zw).xyz;
| half3 c12 = tex2D(s_l, VAR.t4.xy).xyz;
| half3 c22 = tex2D(s_l, VAR.t4.zw).xyz;
|
| float d1 = dot(abs(c00-c22),dt)+0.001;
| float d2 = dot(abs(c20-c02),dt)+0.001;
| float hl = dot(abs(c01-c21),dt)+0.001;
| float vl = dot(abs(c10-c12),dt)+0.001;
|
| float k1=hl+vl;
| float k2=d1+d2;
|
| float3 t1=(hl*(c10+c12)+vl*(c01+c21)+k1*c11)/(3.0*(hl+vl));
| float3 t2=(d1*(c20+c02)+d2*(c00+c22)+k2*c11)/(3.0*(d1+d2));
|
| k1=dot(abs(t1-c11),dt)+0.001;
| k2=dot(abs(t2-0.5*(c11+t1)),dt)+0.001;
|
| return float4((k1*t2+k2*t1)/(k1+k2),1);
| }
|
|
| VERTEX_STUFF4 S_VERTEX0 (float3 p : POSITION, float2 tc : TEXCOORD0)
| {
| VERTEX_STUFF4 OUT = (VERTEX_STUFF4)0;
|
| float dx = ps.x*0.50;
| float dy = ps.y*0.50;
| float sx = ps.x*0.50;
| float sy = ps.y*0.50;
|
| OUT.coord = mul(float4(p,1),WorldViewProjection);
| OUT.CT = tc;
|
| OUT.t1 = float4(tc,tc) + float4(-dx,-dy, dx,-dy); // outer diag. texels
| OUT.t2 = float4(tc,tc) + float4( dx, dy,-dx, dy);
| OUT.t3 = float4(tc,tc) + float4(-sx,-sy, sx,-sy); // inner diag. texels
| OUT.t4 = float4(tc,tc) + float4( sx, sy,-sx, sy);
| OUT.t5 = float4(tc,tc) + float4(-dx, 0, dx, 0); // inner hor/vert texels
| OUT.t6 = float4(tc,tc) + float4( 0,-dy, 0, dy);
|
| return OUT;
| }
|
|
| // **PS**
|
| float4 S_FRAGMENT0 ( in VERTEX_STUFF4 VAR ) : COLOR
|
| {
| half3 c11 = tex2D(w_l, VAR.CT ).xyz;
| half3 c00 = tex2D(w_l, VAR.t1.xy).xyz;
| half3 c20 = tex2D(w_l, VAR.t1.zw).xyz;
| half3 c22 = tex2D(w_l, VAR.t2.xy).xyz;
| half3 c02 = tex2D(w_l, VAR.t2.zw).xyz;
| half3 s00 = tex2D(s_l, VAR.t3.xy).xyz;
| half3 s20 = tex2D(s_l, VAR.t3.zw).xyz;
| half3 s22 = tex2D(s_l, VAR.t4.xy).xyz;
| half3 s02 = tex2D(s_l, VAR.t4.zw).xyz;
| half3 c01 = tex2D(w_l, VAR.t5.xy).xyz;
| half3 c21 = tex2D(w_l, VAR.t5.zw).xyz;
| half3 c10 = tex2D(w_l, VAR.t6.xy).xyz;
| half3 c12 = tex2D(w_l, VAR.t6.zw).xyz;
|
| float d1=dot(abs(c00-c22),dt)+0.001;
| float d2=dot(abs(c20-c02),dt)+0.001;
| float hl=dot(abs(c01-c21),dt)+0.001;
| float vl=dot(abs(c10-c12),dt)+0.001;
| float m1=dot(abs(s00-s22),dt)+0.001;
| float m2=dot(abs(s02-s20),dt)+0.001;
|
| float3 d11 = 0.25*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2);
|
| float3 mn1 = min(min(c00,c01),c02);
| float3 mn2 = min(min(c10,c11),c12);
| float3 mn3 = min(min(c20,c21),c22);
| float3 mx1 = max(max(c00,c01),c02);
| float3 mx2 = max(max(c10,c11),c12);
| float3 mx3 = max(max(c20,c21),c22);
|
| mn1 = min(min(mn1,mn2),mn3);
| mx1 = max(max(mx1,mx2),mx3);
|
| c11=(hl*(c10+c12)+vl*(c01+c21)+(hl+vl)*c11)/(12.0*(hl+vl))+
| (d1*(c20+c02)+d2*(c00+c22)+(d1+d2)*c11)/(12.0*(d1+d2))+d11;
|
| float3 dif1 = abs(c11-mn1) + dtt;
| float3 dif2 = abs(c11-mx1) + dtt;
|
| float filterparam = 7.5;
|
| dif1=float3(pow(dif1.x,filterparam),pow(dif1.y,filterparam),pow(dif1.z,filterparam));
| dif2=float3(pow(dif2.x,filterparam),pow(dif2.y,filterparam),pow(dif2.z,filterparam));
|
| c11 = float3((dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x),
| (dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y),
| (dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z));
|
| return float4(c11,1);
| }
|
|
| technique Gs2x
| {
| pass P0
| {
| VertexShader = compile vs_2_0 S_VERTEX();
| PixelShader = compile ps_2_0 S_FRAGMENT();
| }
| }
|
|
| technique SmartFilter
| {
| pass P0
| {
| VertexShader = compile vs_3_0 S_VERTEX0();
| PixelShader = compile ps_3_0 S_FRAGMENT0();
| }
| }
|
| | |
|