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_POINT_MIP_LINEAR;
31 inline half3 weight(float pos)
34 half3 w = g_KernelTexture.Sample(KernelSampler, pos).rgb;
36 half3 w = g_KernelTexture.Sample(KernelSampler, pos).bgr;
39 #ifndef HAS_FLOAT_TEXTURE
45 inline half3 pixel(float xpos, float ypos)
47 return g_Texture.Sample(RGBSampler, float2(xpos, ypos)).rgb;
50 half3 getLine(float ypos, float3 xpos1, float3 xpos2, half3 linetaps1, half3 linetaps2)
53 pixel(xpos1.r, ypos) * linetaps1.r +
54 pixel(xpos1.g, ypos) * linetaps2.r +
55 pixel(xpos1.b, ypos) * linetaps1.g +
56 pixel(xpos2.r, ypos) * linetaps2.g +
57 pixel(xpos2.g, ypos) * linetaps1.b +
58 pixel(xpos2.b, ypos) * linetaps2.b;
61 // Code for first pass - horizontal
62 float4 CONVOLUTION6x6Horiz(in float2 TextureUV : TEXCOORD0) : SV_TARGET
64 float2 f = frac(TextureUV / g_StepXY.xy + 0.5);
66 half3 linetaps1 = weight((1.0 - f.x) / 2.0);
67 half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5);
69 // kernel generation code made sure taps add up to 1, no need to adjust here.
71 float xstart = (-2.0 - f.x) * g_StepXY.x + TextureUV.x;
73 float3 xpos1 = xstart + g_StepXY.x * float3(0.0, 1.0, 2.0);
74 float3 xpos2 = xstart + g_StepXY.x * float3(3.0, 4.0, 5.0);
76 return float4(getLine(TextureUV.y, xpos1, xpos2, linetaps1, linetaps2), 1.0);
79 // Code for second pass - vertical
81 half3 getRow(float xpos, float3 ypos1, float3 ypos2, half3 columntaps1, half3 columntaps2)
84 pixel(xpos, ypos1.r) * columntaps1.r +
85 pixel(xpos, ypos1.g) * columntaps2.r +
86 pixel(xpos, ypos1.b) * columntaps1.g +
87 pixel(xpos, ypos2.r) * columntaps2.g +
88 pixel(xpos, ypos2.g) * columntaps1.b +
89 pixel(xpos, ypos2.b) * columntaps2.b;
92 float4 CONVOLUTION6x6Vert(in float2 TextureUV : TEXCOORD0) : SV_TARGET
94 float2 f = frac(TextureUV / g_StepXY.zw + 0.5);
96 half3 columntaps1 = weight((1.0 - f.y) / 2.0);
97 half3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5);
99 // kernel generation code made sure taps add up to 1, no need to adjust here.
101 float ystart = (-2.0 - f.y) * g_StepXY.w + TextureUV.y;
103 float3 ypos1 = ystart + g_StepXY.w * float3(0.0, 1.0, 2.0);
104 float3 ypos2 = ystart + g_StepXY.w * float3(3.0, 4.0, 5.0);
106 return output(g_colorRange.x + g_colorRange.y * saturate(getRow(TextureUV.x, ypos1, ypos2, columntaps1, columntaps2)), TextureUV);
113 SetVertexShader( VS_SHADER );
114 SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION6x6Horiz() ) );
118 SetVertexShader( VS_SHADER );
119 SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION6x6Vert() ) );