//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//http://enbdev.com
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/*
THIS IS HLSL FILE FORMAT FOR EXECUTING ADDITIONAL
POST PROCESSING EFFECTS. MAKE THE COPY BEFORE CHANGING IT!
*/


//enable blurring, useless, disabled at all
//#define EBLURRING

//enable sharpening
#define ESHARPENING

//if defined, color sharpen, otherwise sharp by gray
#define ESHARPENINGCOLOR

#define ECOLORSHIFT

//enable noise in dark areas
#define ENOISE



float BlurSamplingRange=0.6;//0.6

float SharpSamplingRange=1;//1.0; //sharpening or blurring range

float ShiftSamplingRange=1;
float SharpeningAmount=1;//3.0;
float ScanLineAmount=0.1;
float ScanLineRepeat=0.1; //0.5, 0.3333, 0.25, 0.125, so on
float NoiseAmount=0;





#define E_SHADER_3_0


//keyboard controled variables
float tempF1 : register(c208);
float tempF2 : register(c209);
float tempF3 : register(c210);
float tempF4 : register(c211);
float tempF5 : register(c212);
float tempF6 : register(c213);
float tempF7 : register(c214);
float tempF8 : register(c215);
float tempF9 : register(c216);
float tempF0 : register(c217);



//global variables, already set before executing this code
float ScreenSize : register(c218); //width of the display resolution (1024 f.e.)
float ScreenScaleY : register(c219); //screen proportions (1.333 for 1024/768)





//textures
texture2D texColor;
texture2D texNoise;

sampler2D SamplerColor = sampler_state
{
Texture   = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU  = Clamp;
AddressV  = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D SamplerNoise = sampler_state
{
Texture   = <texNoise>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;//NONE;
AddressU  = Wrap;
AddressV  = Wrap;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};


struct VS_OUTPUT_POST {
float4 vpos  : POSITION;
float2 txcoord : TEXCOORD0;
};

struct VS_INPUT_POST {
float3 pos  : POSITION;
float2 txcoord : TEXCOORD0;
};





//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
{
	VS_OUTPUT_POST OUT;

	float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);

	OUT.vpos=pos;
	OUT.txcoord.xy=IN.txcoord.xy;

	return OUT;
}



//1 blur
float4 PS_ProcessBlur(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
	float4 res;
	float4 coord=0.0;

	coord.xy=IN.txcoord.xy;
	float4 origcolor;

	coord.w=0.0;


	origcolor=tex2Dlod(SamplerColor, coord);

	// coord.x=IN.txcoord.x-(1.5/ScreenSize);
	// float4 lshift=tex2Dlod(SamplerColor, coord);
	// coord.x=IN.txcoord.x+(1.5/ScreenSize);
	// float4 rshift=tex2Dlod(SamplerColor, coord);


	float2 offset[16]=
	{
	 float2(1.0, 1.0),
	 float2(-1.0, -1.0),
	 float2(-1.0, 1.0),
	 float2(1.0, -1.0),

	 float2(1.0, 0.0),
	 float2(-1.0, 0.0),
	 float2(0.0, 1.0),
	 float2(0.0, -1.0),

	 float2(1.41, 0.0),
	 float2(-1.41, 0.0),
	 float2(0.0, 1.41),
	 float2(0.0, -1.41),

	 float2(1.41, 1.41),
	 float2(-1.41, -1.41),
	 float2(-1.41, 1.41),
	 float2(1.41, -1.41)
	};
	int i=0;

	float4 tcol=origcolor;
	float2 invscreensize=1.0/ScreenSize;
	invscreensize.y=invscreensize.y/ScreenScaleY;
	//for (i=0; i<8; i++) //higher quality
	//for (i=0; i<4; i++)
	for (i=0; i<8; i++)
	{
	 float2 tdir=offset[i].xy;
	 coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*BlurSamplingRange;//*1.0;
	 float4 ct=tex2Dlod(SamplerColor, coord);

	 tcol+=ct;
	}
	//tcol*=0.2; // 1.0/(4+1)
	tcol*=0.111; // 1.0/(8+1)  //higher quality


res.xyz=tcol.xyz;

	res.w=1.0;
	return res;
}



//2 sharp
float4 PS_ProcessSharp(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
	float4 res;
	float4 coord=0.0;

	coord.xy=IN.txcoord.xy;
	float4 origcolor;

	coord.w=0.0;


	origcolor=tex2Dlod(SamplerColor, coord);

	// coord.x=IN.txcoord.x-(1.5/ScreenSize);
	// float4 lshift=tex2Dlod(SamplerColor, coord);
	// coord.x=IN.txcoord.x+(1.5/ScreenSize);
	// float4 rshift=tex2Dlod(SamplerColor, coord);


	float2 offset[8]=
	{
	 float2(1.0, 1.0),
	 float2(-1.0, -1.0),
	 float2(-1.0, 1.0),
	 float2(1.0, -1.0),

	 float2(1.41, 0.0),
	 float2(-1.41, 0.0),
	 float2(0.0, 1.41),
	 float2(0.0, -1.41)
	};
	int i=0;

	float4 tcol=origcolor;
	float2 invscreensize=1.0/ScreenSize;
	invscreensize.y=invscreensize.y/ScreenScaleY;
	//for (i=0; i<8; i++) //higher quality
	for (i=0; i<8; i++)
	{
	 float2 tdir=offset[i].xy;
	 coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SharpSamplingRange;//tempF3;//*1.0;
	 float4 ct=tex2Dlod(SamplerColor, coord);

	 tcol+=ct;
	}
	tcol*=0.111; // 1.0/(8+1)  //higher quality


	
	//not interesting
	#ifdef EBLURRING
	//blur
	res=tcol;
	#endif
	

//sharp
#ifdef ESHARPENING

	#ifdef ESHARPENINGCOLOR
	//color
	res=origcolor*(1.0+((origcolor-tcol)*SharpeningAmount));
#else
	 //non color
	float difffact=dot((origcolor.xyz-tcol.xyz), 0.333);
	res=origcolor*(1.0+difffact*SharpeningAmount);
#endif

	//less sharpening for bright pixels
	float rgray=origcolor.z; //blue fit well
	//float rgray=max(origcolor.x, max(origcolor.y, origcolor.z));
	rgray=pow(rgray, 3.0);
	res=lerp(res, origcolor, saturate(rgray));

#endif




//grain noise
#ifdef ENOISE
	float origgray=max(res.x, res.y);//dot(res.xyz, 0.333);
	origgray=max(origgray, res.z);
	coord.xy=IN.txcoord.xy*16.0 + origgray;
	float4 cnoi=tex2Dlod(SamplerNoise, coord);
	res=lerp(res, (cnoi.x+0.5)*res, NoiseAmount*saturate(1.0-origgray*1.8));
#endif


	res.w=1.0;
	return res;
}


//3
float4 PS_ProcessShift(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
	float4 res;
	float4 coord=0.0;

	coord.xy=IN.txcoord.xy;
	float4 origcolor;

	coord.w=0.0;


	origcolor=tex2Dlod(SamplerColor, coord);

	// coord.x=IN.txcoord.x-(1.5/ScreenSize);
	// float4 lshift=tex2Dlod(SamplerColor, coord);
	// coord.x=IN.txcoord.x+(1.5/ScreenSize);
	// float4 rshift=tex2Dlod(SamplerColor, coord);


	float2 offset[8]=
	{
	 float2(1.0, 1.0),
	 float2(-1.0, -1.0),
	 float2(-1.0, 1.0),
	 float2(1.0, -1.0),

	 float2(1.41, 0.0),
	 float2(-1.41, 0.0),
	 float2(0.0, 1.41),
	 float2(0.0, -1.41)
	};
	int i=0;

	float4 tcol=origcolor;
	float2 invscreensize=1.0/ScreenSize;
	invscreensize.y=invscreensize.y/ScreenScaleY;
	//for (i=0; i<8; i++) //higher quality
	for (i=0; i<8; i++)
	{
	 float2 tdir=offset[i].xy;
	 coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SamplingRange;//*1.0;
	 float4 ct=tex2Dlod(SamplerColor, coord);

	 tcol+=ct;
	}
	tcol*=0.111; // 1.0/(8+1)  //higher quality


	coord.xy=IN.txcoord.xy;
	origcolor=tex2Dlod(SamplerColor, coord);
res.y=origcolor.y;

	coord.xy=IN.txcoord.xy;
	coord.y-=invscreensize*ShiftSamplingRange;
	origcolor=tex2Dlod(SamplerColor, coord);
res.x=origcolor.x;

	coord.xy=IN.txcoord.xy;
	coord.y+=invscreensize*ShiftSamplingRange;
	origcolor=tex2Dlod(SamplerColor, coord);
res.z=origcolor.z;


	res.w=1.0;
	return res;
}




//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//first must blur
technique PostProcess
{
	pass P0
	{

		VertexShader = compile vs_3_0 VS_PostProcess();
		PixelShader  = compile ps_3_0 PS_ProcessBlur();

		DitherEnable=FALSE;
		ZEnable=FALSE;
		CullMode=NONE;
		ALPHATESTENABLE=FALSE;
		SEPARATEALPHABLENDENABLE=FALSE;
		AlphaBlendEnable=FALSE;
		StencilEnable=FALSE;
		FogEnable=FALSE;
		SRGBWRITEENABLE=FALSE;
	}
}


//second must sharp
technique PostProcess2
{
	pass P0
	{

		VertexShader = compile vs_3_0 VS_PostProcess();
		PixelShader  = compile ps_3_0 PS_ProcessSharp();

		DitherEnable=FALSE;
		ZEnable=FALSE;
		CullMode=NONE;
		ALPHATESTENABLE=FALSE;
		SEPARATEALPHABLENDENABLE=FALSE;
		AlphaBlendEnable=FALSE;
		StencilEnable=FALSE;
		FogEnable=FALSE;
		SRGBWRITEENABLE=FALSE;
	}
}


#ifdef ECOLORSHIFT

//third must shift
technique PostProcess3
{
	pass P0
	{

		VertexShader = compile vs_3_0 VS_PostProcess();
		PixelShader  = compile ps_3_0 PS_ProcessShift();

		DitherEnable=FALSE;
		ZEnable=FALSE;
		CullMode=NONE;
		ALPHATESTENABLE=FALSE;
		SEPARATEALPHABLENDENABLE=FALSE;
		AlphaBlendEnable=FALSE;
		StencilEnable=FALSE;
		FogEnable=FALSE;
		SRGBWRITEENABLE=FALSE;
	}
}
#endif // ECOLORSHIFT

