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-rw-r--r--hlsl/artwork_support/distortion.fx101
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diff --git a/hlsl/artwork_support/distortion.fx b/hlsl/artwork_support/distortion.fx
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--- a/hlsl/artwork_support/distortion.fx
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-// license:BSD-3-Clause
-// copyright-holders:ImJezze
-//-----------------------------------------------------------------------------
-// Distortion Effect
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Sampler Definitions
-//-----------------------------------------------------------------------------
-
-texture DiffuseTexture;
-
-sampler DiffuseSampler = sampler_state
-{
- Texture = <DiffuseTexture>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
-};
-
-//-----------------------------------------------------------------------------
-// Vertex Definitions
-//-----------------------------------------------------------------------------
-
-struct VS_INPUT
-{
- float4 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
-};
-
-struct VS_OUTPUT
-{
- float4 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
-};
-
-struct PS_INPUT
-{
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
-};
-
-//-----------------------------------------------------------------------------
-// Distortion Vertex Shader
-//-----------------------------------------------------------------------------
-
-uniform float2 ScreenDims; // size of the window or fullscreen
-uniform float2 TargetDims;
-
-VS_OUTPUT vs_main(VS_INPUT Input)
-{
- VS_OUTPUT Output = (VS_OUTPUT)0;
-
- Output.Position = float4(Input.Position.xyz, 1.0f);
- Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y; // flip y
- Output.Position.xy -= 0.5f; // center
- Output.Position.xy *= 2.0f; // zoom
-
- Output.Color = Input.Color;
-
- Output.TexCoord = Input.Position.xy / ScreenDims;
- Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
-
- return Output;
-}
-
-//-----------------------------------------------------------------------------
-// Post-Processing Pixel Shader
-//-----------------------------------------------------------------------------
-
-float4 ps_main(PS_INPUT Input) : COLOR
-{
- float2 BaseCoord = Input.TexCoord;
-
- // Color
- float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
- BaseColor.a = 1.0f;
-
- return BaseColor;
-}
-
-//-----------------------------------------------------------------------------
-// Distortion Effect
-//-----------------------------------------------------------------------------
-
-technique DefaultTechnique
-{
- pass Pass0
- {
- Lighting = FALSE;
-
- VertexShader = compile vs_3_0 vs_main();
- PixelShader = compile ps_3_0 ps_main();
- }
-} \ No newline at end of file