DownscaleBicubicYUV.pShader 2.6 KB
//bicubic sharper (better for downscaling)
//note - this shader is adapted from the GPL bsnes shader, very good stuff there.

uniform Texture2D diffuseTexture;
uniform float4x4 yuvMat;
uniform float2 baseDimensionI;

SamplerState textureSampler
{
    AddressU  = Clamp;
    AddressV  = Clamp;
    Filter    = Linear;
};

struct VertData
{
    float4 pos      : SV_Position;
    float2 texCoord : TexCoord0;
};

float weight(float x)
{
    float ax = abs(x);
    // Sharper version.
    // May look better in some cases.
    const float B = 0.0;
    const float C = 0.75;

    if (ax < 1.0)
        return (pow(x, 2.0) * ((12.0 - 9.0 * B - 6.0 * C) * ax + (-18.0 + 12.0 * B + 6.0 * C)) + (6.0 - 2.0 * B)) / 6.0;
    else if ((ax >= 1.0) && (ax < 2.0))
        return (pow(x, 2.0) * ((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) + (-12.0 * B - 48.0 * C) * ax + (8.0 * B + 24.0 * C)) / 6.0;
    else
        return 0.0;
}

float4 weight4(float x)
{
    return float4(
        weight(x - 2.0),
        weight(x - 1.0),
        weight(x),
        weight(x + 1.0));
}

float3 pixel(float xpos, float ypos)
{
    return diffuseTexture.Sample(textureSampler, float2(xpos, ypos)).rgb;
}

float3 get_line(float ypos, float4 xpos, float4 linetaps)
{
    return
        pixel(xpos.r, ypos) * linetaps.r +
        pixel(xpos.g, ypos) * linetaps.g +
        pixel(xpos.b, ypos) * linetaps.b +
        pixel(xpos.a, ypos) * linetaps.a;
}

float4 main(VertData input) : SV_Target
{
    float2 stepxy = baseDimensionI;
    float2 pos = input.texCoord + stepxy * 0.5;
    float2 f = frac(pos / stepxy);

    float4 linetaps   = weight4(1.0 - f.x);
    float4 columntaps = weight4(1.0 - f.y);

    //make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur
    linetaps   /= linetaps.r   + linetaps.g   + linetaps.b   + linetaps.a;
    columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a;

    float2 xystart = (-1.5 - f) * stepxy + pos;
    float4 xpos = float4(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0);

    float4 rgba;
    rgba.rgb =
        get_line(xystart.y                 , xpos, linetaps) * columntaps.r +
        get_line(xystart.y + stepxy.y      , xpos, linetaps) * columntaps.g +
        get_line(xystart.y + stepxy.y * 2.0, xpos, linetaps) * columntaps.b +
        get_line(xystart.y + stepxy.y * 3.0, xpos, linetaps) * columntaps.a;

    rgba.a = 1.0;

    //-------------------------------------------------------------

    //a nice quick colorspace conversion
    float4 yuvx = mul(float4(rgba.rgb, 1.0), yuvMat);
    return float4(saturate(yuvx.zxy), rgba.a);
}