// SharpenComplex2=ps_2_0 // Code from MPC /* Sharpen complex v2 (requires ps >= 2) */ sampler s0 : register(s0); float4 p0 : register(c0); float4 p1 : register(c1); #define width (p0[0]) #define height (p0[1]) // pixel "width" #define px (p1[0]) #define py (p1[1]) /* Parameters */ // for the blur filter #define mean 0.6 #define dx (mean * px) #define dy (mean * py) #define CoefBlur 2 #define CoefOrig (1 + CoefBlur) // for the sharpen filter #define SharpenEdge 0.2 #define Sharpen_val0 2 #define Sharpen_val1 ((Sharpen_val0 - 1) / 8.0) float4 main(float2 tex : TEXCOORD0) : COLOR { // get original pixel float4 orig = tex2D(s0, tex); // compute blurred image (gaussian filter) float4 c1 = tex2D(s0, tex + float2(-dx, -dy)); float4 c2 = tex2D(s0, tex + float2( 0, -dy)); float4 c3 = tex2D(s0, tex + float2( dx, -dy)); float4 c4 = tex2D(s0, tex + float2(-dx, 0)); float4 c5 = tex2D(s0, tex + float2( dx, 0)); float4 c6 = tex2D(s0, tex + float2(-dx, dy)); float4 c7 = tex2D(s0, tex + float2( 0, dy)); float4 c8 = tex2D(s0, tex + float2( dx, dy)); // gaussian filter // [ 1, 2, 1 ] // [ 2, 4, 2 ] // [ 1, 2, 1 ] // to normalize the values, we need to divide by the coeff sum // 1 / (1+2+1+2+4+2+1+2+1) = 1 / 16 = 0.0625 float4 flou = (c1 + c3 + c6 + c8 + 2 * (c2 + c4 + c5 + c7) + 4 * orig) * 0.0625; // substract blurred image from original image float4 corrected = CoefOrig * orig - CoefBlur * flou; // edge detection // Get neighbor points // [ c1, c2, c3 ] // [ c4, orig, c5 ] // [ c6, c7, c8 ] c1 = tex2D(s0, tex + float2(-px, -py)); c2 = tex2D(s0, tex + float2( 0, -py)); c3 = tex2D(s0, tex + float2( px, -py)); c4 = tex2D(s0, tex + float2(-px, 0)); c5 = tex2D(s0, tex + float2( px, 0)); c6 = tex2D(s0, tex + float2(-px, py)); c7 = tex2D(s0, tex + float2( 0, py)); c8 = tex2D(s0, tex + float2( px, py)); // using Sobel filter // horizontal gradient // [ -1, 0, 1 ] // [ -2, 0, 2 ] // [ -1, 0, 1 ] float delta1 = ((c3 + 2 * c5 + c8) - (c1 + 2 * c4 + c6)).x; // Save some arithmetic operations to ensure PS2 compatibility c1 += c3; c6 += c8; // vertical gradient // [ -1, - 2, -1 ] // [ 0, 0, 0 ] // [ 1, 2, 1 ] float delta2 = ((c6 + 2 * c7 /*+ c8*/) - (c1 + 2 * c2 /*+ c3*/)).x; // computation if (sqrt(mul(delta1, delta1) + mul(delta2, delta2)) > SharpenEdge) { // if we have an edge, use sharpen //return float4(1,0,0,0); return orig * Sharpen_val0 - (c1 + c2 /*+ c3*/ + c4 + c5 + c6 + c7 /*+ c8*/) * Sharpen_val1; } else { // else return corrected image return corrected; } }