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author Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-30 21:10:23 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-30 21:10:23 +0000
commit796e691522ba5c47fc0610da4f557514563f85b9 (patch)
tree961683497fd1e4d7369da812c579572f880b188a /hlsl/prescale.fx
parente532e74a8a869af6da71222657f39684210b624e (diff)
HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere, SoltanGris42]
- Added the ability to render screenshots at arbitrary resolutions. - Added the ability to record AVI videos (albeit with no audio) at arbitrary resolutions. - Added a 43-tap-wide FIR-based NTSC filter with tunable Y, I and Q frequency response. - Updated scanlines to have a user-tunable pixel-height ratio in addition to the current screen-height ratio. - Fixed a VRAM leak that was causing many dynamic-resolution drivers to run out of memory mid-run.
Diffstat (limited to 'hlsl/prescale.fx')
-rw-r--r--hlsl/prescale.fx90
1 files changed, 90 insertions, 0 deletions
diff --git a/hlsl/prescale.fx b/hlsl/prescale.fx
new file mode 100644
index 00000000000..4ba0495320e
--- /dev/null
+++ b/hlsl/prescale.fx
@@ -0,0 +1,90 @@
+//-----------------------------------------------------------------------------
+// Passthrough Effect
+//-----------------------------------------------------------------------------
+
+texture Diffuse;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <Diffuse>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+//-----------------------------------------------------------------------------
+// Vertex Definitions
+//-----------------------------------------------------------------------------
+
+struct VS_OUTPUT
+{
+ float4 Position : POSITION;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct PS_INPUT
+{
+ float2 TexCoord : TEXCOORD0;
+};
+
+//-----------------------------------------------------------------------------
+// Passthrough Vertex Shader
+//-----------------------------------------------------------------------------
+
+float TargetWidth;
+float TargetHeight;
+
+float RawWidth;
+float RawHeight;
+
+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.TexCoord = Input.TexCoord + 0.5f / float2(RawWidth, RawHeight);
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Passthrough Pixel Shader
+//-----------------------------------------------------------------------------
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float4 Center = tex2D(DiffuseSampler, Input.TexCoord);
+ return Center;
+}
+
+//-----------------------------------------------------------------------------
+// Passthrough Effect
+//-----------------------------------------------------------------------------
+
+technique DeconvergeTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}