@Rasenshurikenbum wrote:
Hello,
I'm currently migrating my XNA Project to MonoGame (DesktopGL). Everything went nice and clean except for one shader (this is the only shader I use). The shader is a xBR filter which I copy-pasted from here: http://community.monogame.net/t/xbr-shader-for-monogame/7445
In XNA everything works without a problem (the only thing I needed to change was the version of ps and vs to 3_0) but in MonoGame it simply does nothing (game looks the same with the filter on and off). I know you guys made another xBR filter: http://community.monogame.net/t/xbr-filter/8653
I tried this one and it works both in XNA and MonoGame but the result is a little bit worse (the game is more pixelated and not as smooth and clean). Here's the first shader code://Hyllian's xBR-lv2 Shader (HLSL version) //taken from http://community.monogame.net/t/xbr-shader-for-monogame/7445 //XBR_SCALE "xBR Scale" 4.0 1.0 5.0 1.0 //XBR_Y_WEIGHT "Y Weight" 48.0 0.0 100.0 1.0 //XBR_EQ_THRESHOLD "Eq Threshold" 25.0 0.0 50.0 1.0 //XBR_LV2_COEFFICIENT "Lv2 Coefficient" 2.0 1.0 3.0 0.1 float XBR_SCALE = 4.0; float XBR_Y_WEIGHT = 48.0; float XBR_EQ_THRESHOLD = 25.0; float XBR_LV2_COEFFICIENT = 2.0; float2 textureSize; float4x4 matrixTransform; sampler decal : register(s0); // END PARAMETERS // // Uncomment just one of the three params below to choose the corner detection #define CORNER_A //#define CORNER_B //#define CORNER_C //#define CORNER_D const static float4 Ao = float4(1.0, -1.0, -1.0, 1.0); const static float4 Bo = float4(1.0, 1.0, -1.0, -1.0); const static float4 Co = float4(1.5, 0.5, -0.5, 0.5); const static float4 Ax = float4(1.0, -1.0, -1.0, 1.0); const static float4 Bx = float4(0.5, 2.0, -0.5, -2.0); const static float4 Cx = float4(1.0, 1.0, -0.5, 0.0); const static float4 Ay = float4(1.0, -1.0, -1.0, 1.0); const static float4 By = float4(2.0, 0.5, -2.0, -0.5); const static float4 Cy = float4(2.0, 0.0, -1.0, 0.5); const static float4 Ci = float4(0.25, 0.25, 0.25, 0.25); const static float3 Y = float3(0.2126, 0.7152, 0.0722); float4 df(float4 A, float4 B) { return float4(abs(A - B)); } float c_df(float3 c1, float3 c2) { float3 df = abs(c1 - c2); return df.r + df.g + df.b; } bool4 eq(float4 A, float4 B) { return (df(A, B) < float4(XBR_EQ_THRESHOLD, XBR_EQ_THRESHOLD, XBR_EQ_THRESHOLD, XBR_EQ_THRESHOLD)); } float4 weighted_distance(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h) { return (df(a, b) + df(a, c) + df(d, e) + df(d, f) + 4.0*df(g, h)); } struct out_vertex { float4 position : POSITION; float4 color : COLOR; float2 texCoord : TEXCOORD0; float4 t1 : TEXCOORD1; float4 t2 : TEXCOORD2; float4 t3 : TEXCOORD3; float4 t4 : TEXCOORD4; float4 t5 : TEXCOORD5; float4 t6 : TEXCOORD6; float4 t7 : TEXCOORD7; }; /* VERTEX_SHADER */ out_vertex main_vertex ( float4 position : POSITION, float4 color : COLOR, float2 texCoord : TEXCOORD0 ) { out_vertex OUT; OUT.position = mul(position, matrixTransform); OUT.color = color; float2 ps = float2(1.0 / textureSize.x, 1.0 / textureSize.y); float dx = ps.x; float dy = ps.y; // A1 B1 C1 // A0 A B C C4 // D0 D E F F4 // G0 G H I I4 // G5 H5 I5 OUT.texCoord = texCoord; OUT.t1 = texCoord.xxxy + float4(-dx, 0, dx, -2.0*dy); // A1 B1 C1 OUT.t2 = texCoord.xxxy + float4(-dx, 0, dx, -dy); // A B C OUT.t3 = texCoord.xxxy + float4(-dx, 0, dx, 0); // D E F OUT.t4 = texCoord.xxxy + float4(-dx, 0, dx, dy); // G H I OUT.t5 = texCoord.xxxy + float4(-dx, 0, dx, 2.0*dy); // G5 H5 I5 OUT.t6 = texCoord.xyyy + float4(-2.0*dx, -dy, 0, dy); // A0 D0 G0 OUT.t7 = texCoord.xyyy + float4(2.0*dx, -dy, 0, dy); // C4 F4 I4 return OUT; } /* FRAGMENT SHADER */ float4 main_fragment(in out_vertex VAR) : COLOR0 { bool4 edri, edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule bool4 interp_restriction_lv0, interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up; float4 fx, fx_left, fx_up; // inequations of straight lines. float4 delta = float4(1.0 / XBR_SCALE, 1.0 / XBR_SCALE, 1.0 / XBR_SCALE, 1.0 / XBR_SCALE); float4 deltaL = float4(0.5 / XBR_SCALE, 1.0 / XBR_SCALE, 0.5 / XBR_SCALE, 1.0 / XBR_SCALE); float4 deltaU = deltaL.yxwz; float2 fp = frac(VAR.texCoord*textureSize); float3 A1 = tex2D(decal, VAR.t1.xw).rgb; float3 B1 = tex2D(decal, VAR.t1.yw).rgb; float3 C1 = tex2D(decal, VAR.t1.zw).rgb; float3 A = tex2D(decal, VAR.t2.xw).rgb; float3 B = tex2D(decal, VAR.t2.yw).rgb; float3 C = tex2D(decal, VAR.t2.zw).rgb; float3 D = tex2D(decal, VAR.t3.xw).rgb; float3 E = tex2D(decal, VAR.t3.yw).rgb; float3 F = tex2D(decal, VAR.t3.zw).rgb; float3 G = tex2D(decal, VAR.t4.xw).rgb; float3 H = tex2D(decal, VAR.t4.yw).rgb; float3 I = tex2D(decal, VAR.t4.zw).rgb; float3 G5 = tex2D(decal, VAR.t5.xw).rgb; float3 H5 = tex2D(decal, VAR.t5.yw).rgb; float3 I5 = tex2D(decal, VAR.t5.zw).rgb; float3 A0 = tex2D(decal, VAR.t6.xy).rgb; float3 D0 = tex2D(decal, VAR.t6.xz).rgb; float3 G0 = tex2D(decal, VAR.t6.xw).rgb; float3 C4 = tex2D(decal, VAR.t7.xy).rgb; float3 F4 = tex2D(decal, VAR.t7.xz).rgb; float3 I4 = tex2D(decal, VAR.t7.xw).rgb; float4 b = mul(float4x3(B, D, H, F), XBR_Y_WEIGHT*Y); float4 c = mul(float4x3(C, A, G, I), XBR_Y_WEIGHT*Y); float4 e = mul(float4x3(E, E, E, E), XBR_Y_WEIGHT*Y); float4 d = b.yzwx; float4 f = b.wxyz; float4 g = c.zwxy; float4 h = b.zwxy; float4 i = c.wxyz; float4 i4 = mul(float4x3(I4, C1, A0, G5), XBR_Y_WEIGHT*Y); float4 i5 = mul(float4x3(I5, C4, A1, G0), XBR_Y_WEIGHT*Y); float4 h5 = mul(float4x3(H5, F4, B1, D0), XBR_Y_WEIGHT*Y); float4 f4 = h5.yzwx; // These inequations define the line below which interpolation occurs. fx = (Ao*fp.y + Bo*fp.x); fx_left = (Ax*fp.y + Bx*fp.x); fx_up = (Ay*fp.y + By*fp.x); interp_restriction_lv1 = interp_restriction_lv0 = ((e != f) && (e != h)); #ifdef CORNER_B interp_restriction_lv1 = (interp_restriction_lv0 && (!eq(f,b) && !eq(h,d) || eq(e,i) && !eq(f,i4) && !eq(h,i5) || eq(e,g) || eq(e,c))); #endif #ifdef CORNER_D float4 c1 = i4.yzwx; float4 g0 = i5.wxyz; interp_restriction_lv1 = (interp_restriction_lv0 && (!eq(f,b) && !eq(h,d) || eq(e,i) && !eq(f,i4) && !eq(h,i5) || eq(e,g) || eq(e,c)) && (f != f4 && f != i || h != h5 && h != i || h != g || f != c || eq(b,c1) && eq(d,g0))); #endif #ifdef CORNER_C interp_restriction_lv1 = (interp_restriction_lv0 && (!eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c))); #endif interp_restriction_lv2_left = ((e != g) && (d != g)); interp_restriction_lv2_up = ((e != c) && (b != c)); float4 fx45i = saturate((fx + delta - Co - Ci) / (2 * delta)); float4 fx45 = saturate((fx + delta - Co) / (2 * delta)); float4 fx30 = saturate((fx_left + deltaL - Cx) / (2 * deltaL)); float4 fx60 = saturate((fx_up + deltaU - Cy) / (2 * deltaU)); float4 wd1 = weighted_distance(e, c, g, i, h5, f4, h, f); float4 wd2 = weighted_distance(h, d, i5, f, i4, b, e, i); edri = (wd1 <= wd2) && interp_restriction_lv0; edr = (wd1 < wd2) && interp_restriction_lv1; #ifdef CORNER_A edr = edr && (!edri.yzwx || !edri.wxyz); edr_left = ((XBR_LV2_COEFFICIENT*df(f,g)) <= df(h,c)) && interp_restriction_lv2_left && edr && (!edri.yzwx && eq(e,c)); edr_up = (df(f,g) >= (XBR_LV2_COEFFICIENT*df(h,c))) && interp_restriction_lv2_up && edr && (!edri.wxyz && eq(e,g)); #endif #ifndef CORNER_A edr_left = ((XBR_LV2_COEFFICIENT*df(f,g)) <= df(h,c)) && interp_restriction_lv2_left && edr; edr_up = (df(f,g) >= (XBR_LV2_COEFFICIENT*df(h,c))) && interp_restriction_lv2_up && edr; #endif fx45 = edr*fx45; fx30 = edr_left*fx30; fx60 = edr_up*fx60; fx45i = edri*fx45i; px = (df(e,f) <= df(e,h)); float4 maximos = max(max(fx30, fx60), max(fx45, fx45i)); float3 res1 = E; res1 = lerp(res1, lerp(H, F, px.x), maximos.x); res1 = lerp(res1, lerp(B, D, px.z), maximos.z); float3 res2 = E; res2 = lerp(res2, lerp(F, B, px.y), maximos.y); res2 = lerp(res2, lerp(D, H, px.w), maximos.w); float3 res = lerp(res1, res2, step(c_df(E, res1), c_df(E, res2))); return float4(res, 1.0); } technique T0 { pass P0 { VertexShader = compile vs_3_0 main_vertex(); PixelShader = compile ps_3_0 main_fragment(); } }
Any help would be appreciated!
Posts: 4
Participants: 2