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Add some shaders and update others. (#3234)
- Add fxaa.fx, aa-shader-40.fx, bilateral.fx; - Update geom.fx, crt-geom.fx, bicubic.fx, lanczos3.fx, super-xbr.fx.
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@ -86,7 +86,7 @@ float3 bicubic_ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3)
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}
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float4 Bicubic_X(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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float4 PS_Bicubic_X(float4 pos: 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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@ -106,7 +106,7 @@ float4 Bicubic_X(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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}
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float4 Bicubic_Y(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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float4 PS_Bicubic_Y(float4 pos: 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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@ -128,16 +128,16 @@ float4 Bicubic_Y(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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technique Bicubic
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{
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pass PS_Bicubic_X
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = Bicubic_X;
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PixelShader = PS_Bicubic_X;
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RenderTarget = tBicubic_P0;
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}
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pass PS_Bicubic_Y
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = Bicubic_Y;
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PixelShader = PS_Bicubic_Y;
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}
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}
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@ -79,7 +79,7 @@ float3 lanczos3ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3, float3 C
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}
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float4 Lanczos3_X(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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float4 PS_Lanczos3_X(float4 pos: 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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@ -103,7 +103,7 @@ float4 Lanczos3_X(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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}
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float4 Lanczos3_Y(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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float4 PS_Lanczos3_Y(float4 pos: 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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@ -129,16 +129,16 @@ float4 Lanczos3_Y(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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technique Lanczos3
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{
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pass PS_Lanczos3_X
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = Lanczos3_X;
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PixelShader = PS_Lanczos3_X;
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RenderTarget = tLanczos3_P0;
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}
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pass PS_Lanczos3_Y
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = Lanczos3_Y;
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PixelShader = PS_Lanczos3_Y;
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}
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}
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