/////////////////////////////////////////////////////////////////////////////// // Sharpen filter setting // // min: Sharpen 0.5, EdgeSharpen 1.0 // mid: Sharpen 1.0, EdgeSharpen -0.25 // max: Sharpen 1.75, EdgeSharpen -0.5 (1.5, -0.25) /////////////////////////////////////////////////////////////////////////////// #define Sharpen 0.5 #define EdgeSharpen 1.5 texture sharpenTex; sampler s0; sampler SharpenSampler : samplerstate { Texture = sharpenTex; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; }; // Variables that set the width and height of the current game resolution from sfall float w; float h; static const float CoefBlur = (Sharpen * 0.5); static const float CoefOrig = (1 + CoefBlur); // for the sharpen edge #define SharpenEdge 0.4 static const float sharpenVal0 = (Sharpen * (1.5 + EdgeSharpen)); static const float sharpenVal1 = ((sharpenVal0 - 1) / 8.0); // pixel "width" static const float px = (1.0 / w); static const float py = (1.0 / h); // for the blur filter #define mean 1.0 static const float dx = (mean * px); static const float dy = (mean * py); float4 SharpenComplexPS(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 { float4 c0 = tex2D(s0, texCoord); // get original pixel // edge detection // Get neighbor points // [ c1, c2, c3 ] // [ c4, c0, c5 ] // [ c6, c7, c8 ] float4 c1 = tex2D(s0, texCoord + float2(-px, -py)); float4 c2 = tex2D(s0, texCoord + float2( 0, -py)); float4 c3 = tex2D(s0, texCoord + float2( px, -py)); float4 c4 = tex2D(s0, texCoord + float2(-px, 0)); float4 c5 = tex2D(s0, texCoord + float2( px, 0)); float4 c6 = tex2D(s0, texCoord + float2(-px, py)); float4 c7 = tex2D(s0, texCoord + float2( 0, py)); float4 c8 = tex2D(s0, texCoord + 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); // vertical gradient // [ -1, - 2, -1 ] // [ 0, 0, 0 ] // [ 1, 2, 1 ] float4 c13 = c1 + c3; float4 c68 = c6 + c8; float delta2 = (c68 + 2 * c7) - (c13 + 2 * c2); // computation if (sqrt(mul(delta1, delta1) + mul(delta2, delta2)) > SharpenEdge) { // if we have an edge, use sharpen return c0 * sharpenVal0 - (c13 + c2 + c4 + c5 + c68 + c7) * sharpenVal1; // Display edges in red... //return float4( 1.0, 0.0, 0.0, 0.0 ); } else { // else return corrected image // compute blurred image (gaussian filter) c1 = tex2D(s0, texCoord + float2(-dx, -dy)); c2 = tex2D(s0, texCoord + float2( 0, -dy)); c3 = tex2D(s0, texCoord + float2( dx, -dy)); c4 = tex2D(s0, texCoord + float2(-dx, 0)); c5 = tex2D(s0, texCoord + float2( dx, 0)); c6 = tex2D(s0, texCoord + float2(-dx, dy)); c7 = tex2D(s0, texCoord + float2( 0, dy)); c8 = tex2D(s0, texCoord + 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 float4 flou = (c1 + c3 + c6 + c8 + 2 * (c2 + c4 + c5 + c7) + 4 * c0) * 0.0625; // 1 / (1+2+1+2+4+2+1+2+1) = 1 / 16 = 0.0625 // substract blurred image from original image return (CoefOrig * c0 - CoefBlur * flou); } } technique SharpenT { pass P0 { PixelShader = compile ps_2_0 SharpenComplexPS(); } }