diff options
author | 2011-05-30 21:10:23 +0000 | |
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committer | 2011-05-30 21:10:23 +0000 | |
commit | 796e691522ba5c47fc0610da4f557514563f85b9 (patch) | |
tree | 961683497fd1e4d7369da812c579572f880b188a /hlsl/prescale.fx | |
parent | e532e74a8a869af6da71222657f39684210b624e (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.fx | 90 |
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(); + } +} |