//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
//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 

//enable noise in dark areas 
#define ENOISE 

float SamplingRange=1.5; //sharpening or blurring range 
float SharpeningAmount=2.0; 
float ScanLineAmount=0.5; 
float ScanLineRepeat=1.0; //0.5, 0.3333, 0.25, 0.125, so on 
float NoiseAmount=0.35; 

#define E_SHADER_3_0 

//keyboard controled variables 
float tempF1; 
float tempF2; 
float tempF3; 
float tempF4; 
float tempF5; 
float tempF6; 
float tempF7; 
float tempF8; 
float tempF9; 
float tempF0; 

//global variables, already set before executing this code 
float ScreenSize; //width of the display resolution (1024 f.e.) 
float ScreenScaleY; //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; 
} 

float4 PS_PostProcess(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; 
float invscreensize=1.0/ScreenSize; 
//for (i=0; i<8; i++) //higher quality 
for (i=0; i<4; 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*=0.2; // 1.0/(4+1) 
//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; 
} 

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
// 
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
technique PostProcess 
{ 
pass P0 
{ 

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

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