bicubic.fx (5133B)
1 #include "ReShade.fxh" 2 3 /* 4 Bicubic multipass Shader 5 6 Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com 7 8 Permission is hereby granted, free of charge, to any person obtaining a copy 9 of this software and associated documentation files (the "Software"), to deal 10 in the Software without restriction, including without limitation the rights 11 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 12 copies of the Software, and to permit persons to whom the Software is 13 furnished to do so, subject to the following conditions: 14 15 The above copyright notice and this permission notice shall be included in 16 all copies or substantial portions of the Software. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 21 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 22 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 23 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 24 THE SOFTWARE. 25 26 */ 27 28 uniform int BICUBIC_FILTER < 29 ui_type = "combo"; 30 ui_items = "Bicubic\0Catmull-Rom\0B-Spline\0Hermite\0"; 31 ui_label = "Bicubic Filter"; 32 ui_tooltip = "Bicubic: balanced. Catmull-Rom: sharp. B-Spline: blurred. Hermite: soft pixelized."; 33 > = 0; 34 35 uniform float B_PRESCALE < 36 ui_type = "drag"; 37 ui_min = 1.0; 38 ui_max = 8.0; 39 ui_step = 1.0; 40 ui_label = "Prescale factor"; 41 > = 1.0; 42 43 uniform bool B_ANTI_RINGING < 44 ui_type = "radio"; 45 ui_label = "Anti-Ringing"; 46 > = false; 47 48 uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >; 49 uniform float BufferWidth < source = "bufferwidth"; >; 50 51 texture2D tBicubic_P0{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;}; 52 sampler2D sBicubic_P0{Texture=tBicubic_P0;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;}; 53 54 55 #define AR_STRENGTH 1.0 56 57 // Classic Mitchell-Netravali bicubic parameters 58 59 float4x4 get_inv() 60 { 61 float bf = 1.0/3.0; 62 float cf = 1.0/3.0; 63 64 if (BICUBIC_FILTER == 1) {bf = 0.0; cf = 0.5;} 65 if (BICUBIC_FILTER == 2) {bf = 1.0; cf = 0.0;} 66 if (BICUBIC_FILTER == 3) {bf = 0.0; cf = 0.0;} 67 68 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, 69 (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, 70 -(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, 71 (bf + 6.0*cf)/6.0, -cf, 0.0, 0.0); 72 73 74 } 75 76 float3 bicubic_ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3) 77 { 78 float4 weights = mul(get_inv(), float4(fp*fp*fp, fp*fp, fp, 1.0)); 79 float3 color = mul(weights, float4x3( C0, C1, C2, C3 )); 80 81 // Anti-ringing 82 if (B_ANTI_RINGING == true) 83 { 84 float3 aux = color; 85 float3 min_sample = min(min(C0, C1), min(C2, C3)); 86 float3 max_sample = max(max(C0, C1), max(C2, C3)); 87 color = clamp(color, min_sample, max_sample); 88 color = lerp(aux, color, step(0.0, (C0-C1)*(C2-C3))); 89 } 90 91 return color; 92 } 93 94 95 float4 PS_Bicubic_X(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target 96 { 97 // Both dimensions are unfiltered, so it looks for lores pixels. 98 float2 ps = NormalizedNativePixelSize/B_PRESCALE; 99 float2 pos = uv_tx.xy/ps - float2(0.5, 0.0); 100 float2 tc = (floor(pos) + 0.5.xx) * ps; 101 float2 fp = frac(pos); 102 103 float3 C0 = tex2D(ReShade::BackBuffer, tc + ps*float2(-1.0, 0.0)).rgb; 104 float3 C1 = tex2D(ReShade::BackBuffer, tc + ps*float2( 0.0, 0.0)).rgb; 105 float3 C2 = tex2D(ReShade::BackBuffer, tc + ps*float2( 1.0, 0.0)).rgb; 106 float3 C3 = tex2D(ReShade::BackBuffer, tc + ps*float2( 2.0, 0.0)).rgb; 107 108 float3 color = bicubic_ar(fp.x, C0, C1, C2, C3); 109 110 return float4(color, 1.0); 111 } 112 113 114 float4 PS_Bicubic_Y(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target 115 { 116 // One must be careful here. Horizontal dimension is already filtered, so it looks for x in hires. 117 float2 ps = float2(1.0/BufferWidth, NormalizedNativePixelSize.y/B_PRESCALE); 118 float2 pos = uv_tx.xy/ps - float2(0.0, 0.5); 119 float2 tc = (floor(pos) + 0.5.xx) * ps; 120 float2 fp = frac(pos); 121 122 float3 C0 = tex2D(sBicubic_P0, tc + ps*float2(0.0, -1.0)).rgb; 123 float3 C1 = tex2D(sBicubic_P0, tc + ps*float2(0.0, 0.0)).rgb; 124 float3 C2 = tex2D(sBicubic_P0, tc + ps*float2(0.0, 1.0)).rgb; 125 float3 C3 = tex2D(sBicubic_P0, tc + ps*float2(0.0, 2.0)).rgb; 126 127 float3 color = bicubic_ar(fp.y, C0, C1, C2, C3); 128 129 return float4(color, 1.0); 130 } 131 132 133 technique Bicubic 134 { 135 pass 136 { 137 VertexShader = PostProcessVS; 138 PixelShader = PS_Bicubic_X; 139 RenderTarget = tBicubic_P0; 140 } 141 pass 142 { 143 VertexShader = PostProcessVS; 144 PixelShader = PS_Bicubic_Y; 145 } 146 }