diff options
Diffstat (limited to 'hlsl/downsample.fx')
-rw-r--r-- | hlsl/downsample.fx | 47 |
1 files changed, 34 insertions, 13 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx index 8d073e4cdb0..cabe6b0bcde 100644 --- a/hlsl/downsample.fx +++ b/hlsl/downsample.fx @@ -6,7 +6,7 @@ texture DiffuseTexture; sampler DiffuseSampler = sampler_state { - Texture = <DiffuseTexture>; + Texture = <DiffuseTexture>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; @@ -32,7 +32,6 @@ struct VS_INPUT float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; - float2 Unused : TEXCOORD1; }; struct PS_INPUT @@ -46,26 +45,46 @@ struct PS_INPUT // Downsample Vertex Shader //----------------------------------------------------------------------------- -uniform float2 ScreenSize; +uniform float2 ScreenDims; uniform float2 TargetSize; + +uniform float2 Prescale = float2(8.0f, 8.0f); + uniform float BloomRescale; +uniform bool PrepareVector = false; + VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - + + float2 TargetTexelSize = 1.0f / TargetSize; + Output.Position = float4(Input.Position.xyz, 1.0f); - Output.Position.xy /= ScreenSize; + Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; Output.Position.xy -= 0.5f; Output.Position.xy *= 2.0f; + Output.Color = Input.Color; - float2 InvTargetSize = 1.0f / TargetSize; - float2 TexCoord = Input.Position.xy / ScreenSize; - Output.TexCoord01.xy = TexCoord + float2(0.5f, 0.5f) * InvTargetSize; - Output.TexCoord01.zw = TexCoord + float2(1.5f, 0.5f) * InvTargetSize; - Output.TexCoord23.xy = TexCoord + float2(0.5f, 1.5f) * InvTargetSize; - Output.TexCoord23.zw = TexCoord + float2(1.5f, 1.5f) * InvTargetSize; + + float2 TexCoord = Input.Position.xy / ScreenDims; + + // Vector graphics is not prescaled it has the size of the screen + if (PrepareVector) + { + Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize; + Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize; + Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize; + Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize; + } + else + { + Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize * Prescale; + Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize * Prescale; + Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize * Prescale; + Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize * Prescale; + } return Output; } @@ -80,7 +99,9 @@ float4 ps_main(PS_INPUT Input) : COLOR float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw); float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy); float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw); - float4 outTexel = (texel0 + texel1 + texel2 + texel3) * BloomRescale; + + float4 outTexel = (texel0 + texel1 + texel2 + texel3) / 4.0 * BloomRescale; + return float4(outTexel.rgb, 1.0f); } @@ -97,6 +118,6 @@ technique TestTechnique Sampler[0] = <DiffuseSampler>; VertexShader = compile vs_2_0 vs_main(); - PixelShader = compile ps_2_0 ps_main(); + PixelShader = compile ps_2_0 ps_main(); } } |