/*

   Copyright (C) 2007 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.

*/

/*

   The Gs2xLs shader is well used to scale 2xpoint scaled gfx. to a custom size.

   Note: set scaler to normal2x.

*/


#include "shader.code"

float scaling   : SCALING = 0.1;



string name : NAME = "GsOneLs";

string preprocessTechique : PREPROCESSTECHNIQUE = "GS2x";
string combineTechique : COMBINETECHNIQUE =  "Ls";



VERTEX_STUFF1 GS2X_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
  VERTEX_STUFF1 OUT = (VERTEX_STUFF1)0;
  
  float dx = ps.x;
  float dy = 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);
  return OUT;
}


float4 GS_FRAGMENT ( in VERTEX_STUFF1 VAR ) : COLOR

{
  float3 c11 = tex2D(s_p, VAR.CT).xyz;
  float3 c00 = tex2D(s_p, VAR.UL).xyz;
  float3 c20 = tex2D(s_p, VAR.UR).xyz;
  float3 c02 = tex2D(s_p, VAR.DL).xyz;
  float3 c22 = tex2D(s_p, VAR.DR).xyz;
	
  float md1=dot(abs(c00-c22),dt);
  float md2=dot(abs(c02-c20),dt);
  
  float w1=dot(abs(c22-c11),dt)*md2;
  float w2=dot(abs(c02-c11),dt)*md1;
  float w3=dot(abs(c00-c11),dt)*md2;
  float w4=dot(abs(c20-c11),dt)*md1;

  float t1 = w1+w3;
  float t2 = w2+w4;

  float ww = max(t1,t2)+0.001;

  return float4((w1*c00+w2*c20+w3*c22+w4*c02+ww*c11)/(t1+t2+ww),0);
}



VERTEX_STUFF0 S_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;
}

// **PS**

float4 S_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
{
   float3 c11 = tex2D(w_l, VAR.CT).xyz; 

   return float4 (c11,1);
}


technique GS2x
{
   pass P0
   {
     VertexShader = compile vs_2_0 GS2X_VERTEX();
     PixelShader  = compile ps_2_0 GS_FRAGMENT();
     Sampler[0] = (s_p);
   }  
}


technique Ls
{
   pass P0
   {
     VertexShader = compile vs_2_0 S_VERTEX();
     PixelShader  = compile ps_2_0 S_FRAGMENT();
     Sampler[0] = (w_l);
   }  
}
