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Fix crt-cyclon and update others (#3240)
* 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.
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@ -1,4 +1,4 @@
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#include "../ReShade.fxh"
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#include "ReShade.fxh"
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/*
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Bicubic multipass Shader
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@ -86,19 +86,18 @@ float3 bicubic_ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3)
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}
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float4 PS_Bicubic_X(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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float4 PS_Bicubic_X(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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{
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// Both dimensions are unfiltered, so it looks for lores pixels.
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float2 ps = NormalizedNativePixelSize;
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float2 posi = uv_tx.xy + ps * float2(0.5, 0.0);
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float2 fp = frac(posi / ps);
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float2 ps = NormalizedNativePixelSize;
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float2 pos = uv_tx.xy/ps - float2(0.5, 0.0);
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float2 tc = (floor(pos) + float2(0.5, 0.5)) * ps;
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float2 fp = frac(pos);
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float2 tc = posi - (fp + 0.5) * ps;
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float3 C0 = tex2D(ReShade::BackBuffer, tc + ps*float2(-1.0, 1.0)).rgb;
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float3 C1 = tex2D(ReShade::BackBuffer, tc + ps*float2( 0.0, 1.0)).rgb;
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float3 C2 = tex2D(ReShade::BackBuffer, tc + ps*float2( 1.0, 1.0)).rgb;
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float3 C3 = tex2D(ReShade::BackBuffer, tc + ps*float2( 2.0, 1.0)).rgb;
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float3 C0 = tex2D(ReShade::BackBuffer, tc + ps*float2(-1.0, 0.0)).rgb;
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float3 C1 = tex2D(ReShade::BackBuffer, tc + ps*float2( 0.0, 0.0)).rgb;
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float3 C2 = tex2D(ReShade::BackBuffer, tc + ps*float2( 1.0, 0.0)).rgb;
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float3 C3 = tex2D(ReShade::BackBuffer, tc + ps*float2( 2.0, 0.0)).rgb;
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float3 color = bicubic_ar(fp.x, C0, C1, C2, C3);
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@ -106,28 +105,27 @@ float4 PS_Bicubic_X(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Targe
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}
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float4 PS_Bicubic_Y(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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float4 PS_Bicubic_Y(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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{
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// One must be careful here. Horizontal dimension is already filtered, so it looks for x in hires.
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float2 ps = float2(1.0/(ViewportSize.x*BufferToViewportRatio.x), NormalizedNativePixelSize.y);
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float2 posi = uv_tx.xy + ps * float2(0.5, 0.5);
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float2 fp = frac(posi / ps);
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float2 ps = float2(1.0/(ViewportSize.x*BufferToViewportRatio.x), NormalizedNativePixelSize.y);
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float2 pos = uv_tx.xy/ps - float2(0.0, 0.5);
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float2 tc = (floor(pos) + float2(0.5, 0.5)) * ps;
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float2 fp = frac(pos);
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float2 tc = posi - (fp + 0.5) * ps;
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float3 C0 = tex2D(sBicubic_P0, tc + ps*float2(1.0, -1.0)).rgb;
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float3 C1 = tex2D(sBicubic_P0, tc + ps*float2(1.0, 0.0)).rgb;
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float3 C2 = tex2D(sBicubic_P0, tc + ps*float2(1.0, 1.0)).rgb;
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float3 C3 = tex2D(sBicubic_P0, tc + ps*float2(1.0, 2.0)).rgb;
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float3 C0 = tex2D(sBicubic_P0, tc + ps*float2(0.0, -1.0)).rgb;
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float3 C1 = tex2D(sBicubic_P0, tc + ps*float2(0.0, 0.0)).rgb;
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float3 C2 = tex2D(sBicubic_P0, tc + ps*float2(0.0, 1.0)).rgb;
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float3 C3 = tex2D(sBicubic_P0, tc + ps*float2(0.0, 2.0)).rgb;
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float3 color = bicubic_ar(fp.y, C0, C1, C2, C3);
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return float4(color, 1.0);
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}
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technique Bicubic
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{
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pass
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{
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VertexShader = PostProcessVS;
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@ -139,5 +137,4 @@ technique Bicubic
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VertexShader = PostProcessVS;
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PixelShader = PS_Bicubic_Y;
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}
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}
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