struct tex_coords
{
	float2 c00 : TEXCOORD0;
	float2 c01 : TEXCOORD1;
	float2 c02 : TEXCOORD2;
	float2 c10 : TEXCOORD3;
	float2 c11 : TEXCOORD4;
	float2 c12 : TEXCOORD5;
	float2 c20 : TEXCOORD6;
	float2 c21 : TEXCOORD7;
	float2 c22 : COLOR0;
};

struct input
{
	float2 video_size;
	float2 texture_size;
	float2 output_size;
};

void main_vertex
(
	float4 position	: POSITION,
	float2 tex : TEXCOORD0,

	uniform float4x4 modelViewProj,
	uniform input IN,

	out float4 oPosition : POSITION,
	out tex_coords coords
)
{
	oPosition = mul(modelViewProj, position);

	float2 texsize = IN.texture_size;
	float2 delta = 0.5 / texsize;
	float dx = delta.x;
	float dy = delta.y;

	coords.c00 = tex + float2(-dx, -dy);
	coords.c01 = tex + float2(-dx, 0.0);
	coords.c02 = tex + float2(-dx, dy);
	coords.c10 = tex + float2(0.0, -dy);
	coords.c11 = tex + float2(0.0, 0.0);
	coords.c12 = tex + float2(0.0, dy);
	coords.c20 = tex + float2(dx, -dy);
	coords.c21 = tex + float2(dx, 0);
	coords.c22 = tex + float2(dx, dy);
}

static const float mx = 0.325;      // start smoothing wt.
static const float k = -0.250;      // wt. decrease factor
static const float max_w = 0.25;    // max filter weigth
static const float min_w = -0.05;    // min filter weigth
static const float lum_add = 0.25;  // effects smoothing

float4 main_fragment (in float4 vpos : POSITION, in tex_coords co, uniform sampler2D s_p : TEXUNIT0) : COLOR
{
	float3 c00 = tex2D(s_p, co.c00).xyz;
	float3 c01 = tex2D(s_p, co.c01).xyz;
	float3 c02 = tex2D(s_p, co.c02).xyz;
	float3 c10 = tex2D(s_p, co.c10).xyz;
	float3 c11 = tex2D(s_p, co.c11).xyz;
	float3 c12 = tex2D(s_p, co.c12).xyz;
	float3 c20 = tex2D(s_p, co.c20).xyz;
	float3 c21 = tex2D(s_p, co.c21).xyz;
	float3 c22 = tex2D(s_p, co.c22).xyz;
	float3 dt = float3(1.0,1.0,1.0);

	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) + 0.0001;

	c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);

	float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);
	float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);

	w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);
	w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);
	w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
	w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);

	return float4(w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11, 1.0);
}
