/* ############################################################################################
 
   GS2xSmartFilter shader - Copyright (C) 2009 guest(r) - guest.r@gmail.com

   ############################################################################################

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

   ############################################################################################*/


// NOTES: Set scaler to normal2x or any other 2x scaler (forced mode for hi-res)



#include "shader.code"

float  scaling   : SCALING = 1.1;
float3 dtt = float3(0.001,0.001,0.001);


string preprocessTechique : PREPROCESSTECHNIQUE = "Gs2x";
string combineTechique : COMBINETECHNIQUE =  "SmartFilter";


VERTEX_STUFF0 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
  VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0;
  
	float dx = ps.x;
	float dy = ps.y;

	OUT.coord = mul(float4(p,1),WorldViewProjection);
	OUT.CT = tc;
	OUT.t1.xy = tc + float2(-dx, 0);
	OUT.t2.xy = tc + float2( dx, 0);
	OUT.t3.xy = tc + float2( 0,-dy);
	OUT.t4.xy = tc + float2( 0, dy);
	OUT.t1.zw = tc + float2(-dx,-dy);
	OUT.t2.zw = tc + float2(-dx, dy);
	OUT.t3.zw = tc + float2( dx,-dy);
	OUT.t4.zw = tc + float2( dx, dy);

	return OUT;
}


float4 PASS1_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
{
	half3 c00 = tex2D(s_p, VAR.t1.zw).xyz; 
	half3 c10 = tex2D(s_p, VAR.t3.xy).xyz; 
	half3 c20 = tex2D(s_p, VAR.t3.zw).xyz; 
	half3 c01 = tex2D(s_p, VAR.t1.xy).xyz; 
	half3 c11 = tex2D(s_p, VAR.CT).xyz; 
	half3 c21 = tex2D(s_p, VAR.t2.xy).xyz; 
	half3 c02 = tex2D(s_p, VAR.t2.zw).xyz; 
	half3 c12 = tex2D(s_p, VAR.t4.xy).xyz; 
	half3 c22 = tex2D(s_p, VAR.t4.zw).xyz;

	float d1=dot(abs(c00-c22),dt)+0.001;
	float d2=dot(abs(c20-c02),dt)+0.001;
	float hl=dot(abs(c01-c21),dt)+0.001;
	float vl=dot(abs(c10-c12),dt)+0.001;

	float3 t1=(hl*(c10+c12)+vl*(c01+c21)+(hl+vl)*c11)/(6.0*(hl+vl));
	float3 t2=(d1*(c20+c02)+d2*(c00+c22)+(d1+d2)*c11)/(6.0*(d1+d2));

	return float4 (t1+t2,1);

}

VERTEX_STUFF0 PASS2_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
	VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0;
  
	float dx = ps.x*0.5;
	float dy = ps.y*0.5;

	OUT.coord = mul(float4(p,1),WorldViewProjection);
	OUT.CT = tc;
	OUT.t1.xy = tc + float2(-dx, 0);
	OUT.t2.xy = tc + float2( dx, 0);
	OUT.t3.xy = tc + float2( 0,-dy);
	OUT.t4.xy = tc + float2( 0, dy);
	OUT.t1.zw = tc + float2(-dx,-dy);
	OUT.t2.zw = tc + float2(-dx, dy);
	OUT.t3.zw = tc + float2( dx,-dy);
	OUT.t4.zw = tc + float2( dx, dy);

	return OUT;
}


float4 PASS2_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
{
	half3 c00 = tex2D(w_l, VAR.t1.zw).xyz; 
	half3 c10 = tex2D(w_l, VAR.t3.xy).xyz; 
	half3 c20 = tex2D(w_l, VAR.t3.zw).xyz; 
	half3 c01 = tex2D(w_l, VAR.t1.xy).xyz; 
	half3 c11 = tex2D(w_l, VAR.CT).xyz; 
	half3 c21 = tex2D(w_l, VAR.t2.xy).xyz; 
	half3 c02 = tex2D(w_l, VAR.t2.zw).xyz; 
	half3 c12 = tex2D(w_l, VAR.t4.xy).xyz; 
	half3 c22 = tex2D(w_l, VAR.t4.zw).xyz;

	float3 mn1 = min(min(c00,c01),c02);
	float3 mn2 = min(min(c10,c11),c12);
	float3 mn3 = min(min(c20,c21),c22);
	float3 mx1 = max(max(c00,c01),c02);
	float3 mx2 = max(max(c10,c11),c12);
	float3 mx3 = max(max(c20,c21),c22);

	 mn1 = min(min(mn1,mn2),mn3);
	 mx1 = max(max(mx1,mx2),mx3);

	 float3 dif1 = abs(c11-mn1) + dtt;
	 float3 dif2 = abs(c11-mx1) + dtt;

	float filterparam = 5.0;
	// float filterparam = 3.5*length(mn1-mx1) + 0.75; 
	// float filterparam = length(mx1-mn1) + dot(mx1-mn1,mx1-mn1) + dot(abs(mx1-mn1),float3(1,1,1)) + 0.90;
	// float filterparam = pow(dot(abs(mn1-mx1),float3(2,2,2)),sqrt(dot(abs(mn1-mx1),float3(1,1,1)))+0.5) + 0.75;
	// float filterparam = 2.75*dot(abs(mn1-mx1),dt)/(dot(c11,dt)+0.2) + 0.75;



	dif1=float3(pow(dif1.x,filterparam),pow(dif1.y,filterparam),pow(dif1.z,filterparam));
	dif2=float3(pow(dif2.x,filterparam),pow(dif2.y,filterparam),pow(dif2.z,filterparam));

	return float4( (dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x),
                       (dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y),
                       (dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z),1);
}


technique Gs2x
{
   pass P0
   {
	VertexShader = compile vs_2_0 PASS1_VERTEX();
	PixelShader  = compile ps_2_0 PASS1_FRAGMENT();
   }  
}


technique SmartFilter
{
   pass P0
   {
	VertexShader = compile vs_3_0 PASS2_VERTEX();
	PixelShader  = compile ps_3_0 PASS2_FRAGMENT();
   }  
}
