2 * Copyright (C) 2005-2015 Team XBMC
5 * This Program is free software; you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License as published by
7 * the Free Software Foundation; either version 2, or (at your option)
10 * This Program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 * GNU General Public License for more details.
15 * You should have received a copy of the GNU General Public License
16 * along with XBMC; see the file COPYING. If not, see
17 * <http://www.gnu.org/licenses/>.
21 #include "convolution_d3d.fx"
22 #include "output_d3d.fx"
24 SamplerState RGBSampler : IMMUTABLE
28 Filter = MIN_MAG_MIP_POINT;
31 inline half4 weight(float pos)
34 half4 w = g_KernelTexture.Sample(KernelSampler, pos);
36 half4 w = g_KernelTexture.Sample(KernelSampler, pos).bgra;
39 #ifndef HAS_FLOAT_TEXTURE
45 inline half3 pixel(float xpos, float ypos)
47 return g_Texture.Sample(RGBSampler, float2(xpos, ypos)).rgb;
50 inline half3 getLine(float ypos, float4 xpos, half4 linetaps)
53 pixel(xpos.r, ypos) * linetaps.r +
54 pixel(xpos.g, ypos) * linetaps.g +
55 pixel(xpos.b, ypos) * linetaps.b +
56 pixel(xpos.a, ypos) * linetaps.a;
59 float4 CONVOLUTION4x4(float2 TextureUV : TEXCOORD0) : SV_TARGET
61 float2 f = frac(TextureUV / g_StepXY + float2(0.5, 0.5));
63 half4 linetaps = weight(1.0 - f.x);
64 half4 columntaps = weight(1.0 - f.y);
66 // kernel generation code made sure taps add up to 1, no need to adjust here.
68 float2 xystart = (-1.0 - f) * g_StepXY + TextureUV;
69 float4 xpos = xystart.x + g_StepXY.x * float4(0.0, 1.0, 2.0, 3.0);
70 float4 ypos = xystart.y + g_StepXY.y * float4(0.0, 1.0, 2.0, 3.0);
73 getLine(ypos.x, xpos, linetaps) * columntaps.r +
74 getLine(ypos.y, xpos, linetaps) * columntaps.g +
75 getLine(ypos.z, xpos, linetaps) * columntaps.b +
76 getLine(ypos.w, xpos, linetaps) * columntaps.a;
78 return output(g_colorRange.x + g_colorRange.y * saturate(rgb), TextureUV);
85 SetVertexShader( VS_SHADER );
86 SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION4x4() ) );