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

   GS4XScale shader - Copyright (C) 2005 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 normal4x (forced mode for hi-res)


#include "shader.code"

float scaling   : SCALING = 1.1;


string preprocessTechique : PREPROCESSTECHNIQUE = "GS4x";
string combineTechique : COMBINETECHNIQUE =  "linear";


VERTEX_STUFF2 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
  VERTEX_STUFF2 OUT = (VERTEX_STUFF2)0;
  
	float dx = ps.x*2.0;
	float dy = ps.y*2.0;
	float sx = ps.x;
	float sy = ps.y;

	OUT.coord = mul(float4(p,1),WorldViewProjection);
	OUT.CT = tc;
	OUT.UL = tc + float2(-dx,-dy);
	OUT.UR = tc + float2( dx,-dy);
	OUT.DL = tc + float2(-dx, dy);
	OUT.DR = tc + float2( dx, dy);
  
	OUT.iUL = tc + float2(-sx,-sy);
	OUT.iUR = tc + float2( sx,-sy);
	OUT.iDD = float4(tc,tc) + float4(-sx, sy, sx, sy);
  
	return OUT;
}

float4 PASS1_FRAGMENT ( in VERTEX_STUFF2 VAR ) : COLOR

{
	half3 c  = tex2D(s_p, VAR.CT).xyz;
	half3 o1 = tex2D(s_p, VAR.UL).xyz;
	half3 o2 = tex2D(s_p, VAR.UR).xyz;
	half3 o3 = tex2D(s_p, VAR.DR).xyz;
	half3 o4 = tex2D(s_p, VAR.DL).xyz;
	half3 i1 = tex2D(s_p, VAR.iUL).xyz;
	half3 i2 = tex2D(s_p, VAR.iUR).xyz;
	half3 i3 = tex2D(s_p, VAR.iDD.zw).xyz;
	half3 i4 = tex2D(s_p, VAR.iDD.xy).xyz;

	half ko1=dot(abs(o1-c),dt);
	half ko2=dot(abs(o2-c),dt);
	half ko3=dot(abs(o3-c),dt);
	half ko4=dot(abs(o4-c),dt);

	half k1=dot(abs(i1-i3),dt)*dot(abs(o1-o3),dt);
	half k2=dot(abs(i2-i4),dt)*dot(abs(o2-o4),dt);
  
	half4 w = half4(k2,k1,k2,k1);

	if (ko3<ko1) w.x = 0.0;
	if (ko4<ko2) w.y = 0.0;
	if (ko1<ko3) w.z = 0.0;
	if (ko2<ko4) w.w = 0.0;  

	return float4((w.x*o1+w.y*o2+w.z*o3+w.w*o4+0.0001*c)/(dot(w,d4)+0.0001),0);
}


VERTEX_STUFF0 PASS2_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
	VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0;

	OUT.coord = mul(float4(p,1),WorldViewProjection);
	OUT.CT = tc;
	return OUT;
}


float4 PASS2_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
{
	float3 c11 = tex2D(w_l, VAR.CT).xyz; 
	return float4 (c11,1);
}

technique GS4x
{
    pass P0
    {
	VertexShader = compile vs_2_0 PASS1_VERTEX();
	PixelShader  = compile ps_2_0 PASS1_FRAGMENT();
    }  
}


technique linear
{
   pass P0
   {
   	VertexShader = compile vs_2_0 PASS2_VERTEX();
   	PixelShader  = compile ps_2_0 PASS2_FRAGMENT();

   }  
}