Try this code and tell me if it works:
/*
Hyllian's 5xBR v3.5a Shader
Copyright (C) 2011 Hyllian/Jararaca - sergiogdb@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 name of this effect
string name : NAME = "FiveXBR3";
float2 ps : TEXELSIZE;
float4x4 World : WORLD;
float4x4 View : VIEW;
float4x4 Projection : PROJECTION;
float4x4 Worldview : WORLDVIEW; // world * view
float4x4 ViewProjection : VIEWPROJECTION; // view * projection
float4x4 WorldViewProjection : WORLDVIEWPROJECTION; // world * view * projection
string combineTechique : COMBINETECHNIQUE = "FiveTimesBR3";
texture SourceTexture : SOURCETEXTURE;
texture WorkingTexture : WORKINGTEXTURE;
sampler decal = sampler_state
{
Texture = (SourceTexture);
MinFilter = POINT;
MagFilter = POINT;
};
const static float coef = 2.0;
const static float3 dtt = float3(65536,255,1);
const static float y_weight = 48.0;
const static float u_weight = 7.0;
const static float v_weight = 6.0;
const static float3x3 yuv = float3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const static float3x3 yuv_weighted = float3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
float4 RGBtoYUV(float4x3 mat_color)
{
float a= abs(mul(yuv_weighted, mat_color[0]));
float b= abs(mul(yuv_weighted, mat_color[1]));
float c= abs(mul(yuv_weighted, mat_color[2]));
float d= abs(mul(yuv_weighted, mat_color[3]));
return float4(a, b, c, d);
}
float4 df(float4 A, float4 B)
{
return float4(abs(A-B));
}
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;
float2 texCoord : TEXCOORD0;
float4 t1 : TEXCOORD1;
};
//
// Vertex Shader
//
out_vertex VS_VERTEX(float3 position : POSITION, float2 texCoord : TEXCOORD0 )
{
out_vertex OUT;
OUT.position = mul(float4(position,1),WorldViewProjection);
float dx = ps.x;
float dy = ps.y;
OUT.texCoord = texCoord;
OUT.t1.xy = float2( dx, 0); // F
OUT.t1.zw = float2( 0, dy); // H
return OUT;
}
float4 PS_FRAGMENT (in out_vertex VAR) : COLOR
{
bool4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
bool4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
bool4 nc; // new_color
bool4 fx, fx_left, fx_up; // inequations of straight lines.
float2 fp = frac(VAR.texCoord/ps);
float2 dx = VAR.t1.xy;
float2 dy = VAR.t1.zw;
float3 A = tex2D(decal, VAR.texCoord -dx -dy).xyz;
float3 B = tex2D(decal, VAR.texCoord -dy).xyz;
float3 C = tex2D(decal, VAR.texCoord +dx -dy).xyz;
float3 D = tex2D(decal, VAR.texCoord -dx ).xyz;
float3 E = tex2D(decal, VAR.texCoord ).xyz;
float3 F = tex2D(decal, VAR.texCoord +dx ).xyz;
float3 G = tex2D(decal, VAR.texCoord -dx +dy).xyz;
float3 H = tex2D(decal, VAR.texCoord +dy).xyz;
float3 I = tex2D(decal, VAR.texCoord +dx +dy).xyz;
float3 A1 = tex2D(decal, VAR.texCoord -dx -2.0*dy).xyz;
float3 C1 = tex2D(decal, VAR.texCoord +dx -2.0*dy).xyz;
float3 A0 = tex2D(decal, VAR.texCoord -2.0*dx -dy).xyz;
float3 G0 = tex2D(decal, VAR.texCoord -2.0*dx +dy).xyz;
float3 C4 = tex2D(decal, VAR.texCoord +2.0*dx -dy).xyz;
float3 I4 = tex2D(decal, VAR.texCoord +2.0*dx +dy).xyz;
float3 G5 = tex2D(decal, VAR.texCoord -dx +2.0*dy).xyz;
float3 I5 = tex2D(decal, VAR.texCoord +dx +2.0*dy).xyz;
float3 B1 = tex2D(decal, VAR.texCoord -2.0*dy).xyz;
float3 D0 = tex2D(decal, VAR.texCoord -2.0*dx ).xyz;
float3 H5 = tex2D(decal, VAR.texCoord +2.0*dy).xyz;
float3 F4 = tex2D(decal, VAR.texCoord +2.0*dx ).xyz;
float4 a = RGBtoYUV( float4x3(A, G, I, C) );
float4 b = RGBtoYUV( float4x3(B, D, H, F) );
float4 c = RGBtoYUV( float4x3(C, A, G, I) );
float4 d = RGBtoYUV( float4x3(D, H, F, B) );
float4 e = RGBtoYUV( float4x3(E, E, E, E) );
float4 f = RGBtoYUV( float4x3(F, B, D, H) );
float4 g = RGBtoYUV( float4x3(G, I, C, A) );
float4 h = RGBtoYUV( float4x3(H, F, B, D) );
float4 i = RGBtoYUV( float4x3(I, C, A, G) );
float4 a1 = RGBtoYUV( float4x3(A1, G0, I5, C4) );
float4 c1 = RGBtoYUV( float4x3(C1, A0, G5, I4) );
float4 a0 = RGBtoYUV( float4x3(A0, G5, I4, C1) );
float4 g0 = RGBtoYUV( float4x3(G0, I5, C4, A1) );
float4 c4 = RGBtoYUV( float4x3(C4, A1, G0, I5) );
float4 i4 = RGBtoYUV( float4x3(I4, C1, A0, G5) );
float4 g5 = RGBtoYUV( float4x3(G5, I4, C1, A0) );
float4 i5 = RGBtoYUV( float4x3(I5, C4, A1, G0) );
float4 b1 = RGBtoYUV( float4x3(B1, D0, H5, F4) );
float4 d0 = RGBtoYUV( float4x3(D0, H5, F4, B1) );
float4 h5 = RGBtoYUV( float4x3(H5, F4, B1, D0) );
float4 f4 = RGBtoYUV( float4x3(F4, B1, D0, H5) );
float4 Ao = float4( 1.0, -1.0, -1.0, 1.0 );
float4 Bo = float4( 1.0, 1.0, -1.0,-1.0 );
float4 Co = float4( 1.5, 0.5, -0.5, 0.5 );
float4 Ax = float4( 1.0, -1.0, -1.0, 1.0 );
float4 Bx = float4( 0.5, 2.0, -0.5,-2.0 );
float4 Cx = float4( 1.0, 1.0, -0.5, 0.0 );
float4 Ay = float4( 1.0, -1.0, -1.0, 1.0 );
float4 By = float4( 2.0, 0.5, -2.0,-0.5 );
float4 Cy = float4( 2.0, 0.0, -1.0, 0.5 );
// These inequations define the line below which interpolation occurs.
fx = (Ao*fp.y+Bo*fp.x > Co);
fx_left = (Ax*fp.y+Bx*fp.x > Cx);
fx_up = (Ay*fp.y+By*fp.x > Cy);
interp_restriction_lv1 = ((e!=f) && (e!=h));
interp_restriction_lv2_left = ((e!=g) && (d!=g));
interp_restriction_lv2_up = ((e!=c) && (b!=c));
edr = (weighted_distance( e, c, g, i, h5, f4, h, f) < weighted_distance( h, d, i5, f, i4, b, e, i)) && interp_restriction_lv1;
edr_left = ((coef*df(f,g)) <= df(h,c)) && interp_restriction_lv2_left;
edr_up = (df(f,g) >= (coef*df(h,c))) && interp_restriction_lv2_up;
nc = ( edr && (fx || edr_left && fx_left || edr_up && fx_up) );
px = (df(e,f) <= df(e,h));
float3 res = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E;
return float4(res, 1.0);
}
//
// Technique
//
technique FiveTimesBR3
{
pass P0
{
// shaders
VertexShader = compile vs_3_0 VS_VERTEX();
PixelShader = compile ps_3_0 PS_FRAGMENT();
}
}
This is my last resort. I don't know much about HLSL.