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//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------

texture Diffuse;

sampler DiffuseSampler = sampler_state
{
	Texture   = <Diffuse>;
	MipFilter = LINEAR;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	AddressU = CLAMP;
	AddressV = CLAMP;
	AddressW = CLAMP;
};

texture LastPass;

sampler PreviousSampler = sampler_state
{
	Texture   = <LastPass>;
	MipFilter = LINEAR;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	AddressU = CLAMP;
	AddressV = CLAMP;
	AddressW = CLAMP;
};

//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------

struct VS_OUTPUT
{
	float4 Position : POSITION;
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
	float2 PrevCoord : TEXCOORD1;
};

struct VS_INPUT
{
	float3 Position : POSITION;
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
};

struct PS_INPUT
{
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
	float2 PrevCoord : TEXCOORD1;
};

//-----------------------------------------------------------------------------
// Simple Vertex Shader
//-----------------------------------------------------------------------------

uniform float TargetWidth;
uniform float TargetHeight;

uniform float RawWidth;
uniform float RawHeight;

uniform float WidthRatio;
uniform float HeightRatio;

uniform float TextureWidth;
uniform float TextureHeight;

uniform float Passthrough;

VS_OUTPUT vs_main(VS_INPUT Input)
{
	VS_OUTPUT Output = (VS_OUTPUT)0;
	
	Output.Position = float4(Input.Position.xyz, 1.0f);
	Output.Position.x /= TargetWidth;
	Output.Position.y /= TargetHeight;
	Output.Position.y = 1.0f - Output.Position.y;
	Output.Position.x -= 0.5f;
	Output.Position.y -= 0.5f;
	Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
	Output.Color = Input.Color;
	
	float2 InvTexSize = float2(1.0f / TextureWidth, 1.0f / TextureHeight);
	Output.TexCoord = Input.TexCoord + float2(0.5f, 0.5f) * InvTexSize;
	Output.PrevCoord = Output.TexCoord;
	
	return Output;
}

//-----------------------------------------------------------------------------
// Simple Pixel Shader
//-----------------------------------------------------------------------------

uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f);

float4 ps_main(PS_INPUT Input) : COLOR
{
	float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
	float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb * float3(Phosphor.r, Phosphor.g, Phosphor.b);
	
	float RedMax = max(CurrPix.r, PrevPix.r);
	float GreenMax = max(CurrPix.g, PrevPix.g);
	float BlueMax = max(CurrPix.b, PrevPix.b);

	return lerp(float4(RedMax, GreenMax, BlueMax, CurrPix.a), CurrPix, Passthrough);
}

//-----------------------------------------------------------------------------
// Simple Effect
//-----------------------------------------------------------------------------

technique TestTechnique
{
	pass Pass0
	{
		Lighting = FALSE;

		//Sampler[0] = <DiffuseSampler>;
		//Sampler[1] = <PreviousSampler>;

		VertexShader = compile vs_2_0 vs_main();
		PixelShader  = compile ps_2_0 ps_main();
	}
}