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-rw-r--r--hlsl/downsample.fx121
1 files changed, 121 insertions, 0 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx
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+//-----------------------------------------------------------------------------
+// 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();
+ }
+}