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Diffstat (limited to 'hlsl/downsample.fx')
-rw-r--r-- | hlsl/downsample.fx | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx new file mode 100644 index 00000000000..5e0de0ca46d --- /dev/null +++ b/hlsl/downsample.fx @@ -0,0 +1,121 @@ +//----------------------------------------------------------------------------- +// Effect File Variables +//----------------------------------------------------------------------------- + +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; + float4 Color : COLOR0; + float4 TexCoord01 : TEXCOORD0; + float4 TexCoord23 : TEXCOORD1; + float4 TexCoord45 : TEXCOORD2; + float4 TexCoord67 : TEXCOORD3; + float4 TexCoord89 : TEXCOORD4; +}; + +struct VS_INPUT +{ + float3 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct PS_INPUT +{ + float4 Color : COLOR0; + float4 TexCoord01 : TEXCOORD0; + float4 TexCoord23 : TEXCOORD1; + float4 TexCoord45 : TEXCOORD2; + float4 TexCoord67 : TEXCOORD3; + float4 TexCoord89 : TEXCOORD4; +}; + +//----------------------------------------------------------------------------- +// Downsample Vertex Shader +//----------------------------------------------------------------------------- + +uniform float2 TargetSize; +uniform float2 SourceSize; + +uniform float2 Defocus = float2(0.0f, 0.0f); + +uniform float Brighten; + +VS_OUTPUT vs_main(VS_INPUT Input) +{ + VS_OUTPUT Output = (VS_OUTPUT)0; + + Output.Position = float4(Input.Position.xyz, 1.0f); + Output.Position.xy /= TargetSize; + Output.Position.y = 1.0f - Output.Position.y; + Output.Position.xy -= float2(0.5f, 0.5f); + Output.Position.xy *= float2(2.0f, 2.0f); + Output.Color = Input.Color; + float2 inversePixel = 1.0f / TargetSize; + Output.TexCoord01.xy = Input.Position.xy * inversePixel + float2(0.75f - 0.5f, 0.32f - 0.5f) * inversePixel; + Output.TexCoord01.zw = Input.Position.xy * inversePixel + float2(0.35f - 0.5f, 0.65f - 0.5f) * inversePixel; + Output.TexCoord23.xy = Input.Position.xy * inversePixel + float2(0.31f - 0.5f, 1.25f - 0.5f) * inversePixel; + Output.TexCoord23.zw = Input.Position.xy * inversePixel + float2(0.58f - 0.5f, 1.61f - 0.5f) * inversePixel; + Output.TexCoord45.xy = Input.Position.xy * inversePixel + float2(1.00f - 0.5f, 1.75f - 0.5f) * inversePixel; + Output.TexCoord45.zw = Input.Position.xy * inversePixel + float2(1.35f - 0.5f, 1.64f - 0.5f) * inversePixel; + Output.TexCoord67.xy = Input.Position.xy * inversePixel + float2(1.65f - 0.5f, 1.32f - 0.5f) * inversePixel; + Output.TexCoord67.zw = Input.Position.xy * inversePixel + float2(1.72f - 0.5f, 0.93f - 0.5f) * inversePixel; + Output.TexCoord89.xy = Input.Position.xy * inversePixel + float2(1.57f - 0.5f, 0.57f - 0.5f) * inversePixel; + Output.TexCoord89.zw = Input.Position.xy * inversePixel + float2(1.25f - 0.5f, 0.33f - 0.5f) * inversePixel; + + return Output; +} + +//----------------------------------------------------------------------------- +// Downsample Pixel Shader +//----------------------------------------------------------------------------- + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float4 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy); + float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw); + float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy); + float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw); + float4 texel4 = tex2D(DiffuseSampler, Input.TexCoord45.xy); + float4 texel5 = tex2D(DiffuseSampler, Input.TexCoord45.zw); + float4 texel6 = tex2D(DiffuseSampler, Input.TexCoord67.xy); + float4 texel7 = tex2D(DiffuseSampler, Input.TexCoord67.zw); + float4 texel8 = tex2D(DiffuseSampler, Input.TexCoord89.xy); + float4 texel9 = tex2D(DiffuseSampler, Input.TexCoord89.zw); + float4 outTexel = (texel0 + texel1 + texel2 + texel3 + texel4 + texel5 + texel6 + texel7 + texel8 + texel9) * 0.1f; + return float4(outTexel.rgb, 1.0f); +} + +//----------------------------------------------------------------------------- +// Downsample Effect +//----------------------------------------------------------------------------- + +technique TestTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + Sampler[0] = <DiffuseSampler>; + + VertexShader = compile vs_2_0 vs_main(); + PixelShader = compile ps_2_0 ps_main(); + } +} |