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Diffstat (limited to 'hlsl/pincushion.fx')
-rw-r--r-- | hlsl/pincushion.fx | 129 |
1 files changed, 129 insertions, 0 deletions
diff --git a/hlsl/pincushion.fx b/hlsl/pincushion.fx new file mode 100644 index 00000000000..1712a5fa48e --- /dev/null +++ b/hlsl/pincushion.fx @@ -0,0 +1,129 @@ +//----------------------------------------------------------------------------- +// Pincushion Post-Processing 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; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 ExtraInfo : TEXCOORD1; + float2 RedCoord : TEXCOORD2; + float2 GreenCoord : TEXCOORD3; + float2 BlueCoord : TEXCOORD4; +}; + +struct VS_INPUT +{ + float3 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 ExtraInfo : TEXCOORD1; +}; + +struct PS_INPUT +{ + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 ExtraInfo : TEXCOORD1; + float2 RedCoord : TEXCOORD2; + float2 GreenCoord : TEXCOORD3; + float2 BlueCoord : TEXCOORD4; +}; + +//----------------------------------------------------------------------------- +// Post-Processing Vertex Shader +//----------------------------------------------------------------------------- + +uniform float TargetWidth; +uniform float TargetHeight; + +uniform float RawWidth; +uniform float RawHeight; + +VS_OUTPUT vs_main(VS_INPUT Input) +{ + VS_OUTPUT Output = (VS_OUTPUT)0; + + float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight); + 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.Color = Input.Color; + Output.TexCoord = Input.TexCoord; + + Output.TexCoord.x -= 0.25f; + Output.TexCoord.y -= 0.25f; + Output.TexCoord.x -= 0.5f; + Output.TexCoord.y -= 0.5f; + Output.TexCoord.x /= 18.0f * (TargetWidth / RawWidth); + Output.TexCoord.y /= 18.0f * (TargetHeight / RawHeight); + Output.TexCoord.x += 0.5f; + Output.TexCoord.y += 0.5f; + + return Output; +} + +//----------------------------------------------------------------------------- +// Post-Processing Pixel Shader +//----------------------------------------------------------------------------- + +uniform float PI = 3.14159265f; + +uniform float PincushionAmountX = 0.1f; +uniform float PincushionAmountY = 0.1f; + +uniform float WidthRatio; +uniform float HeightRatio; + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float2 Ratios = float2(WidthRatio, HeightRatio); + + // -- Screen Pincushion Calculation -- + float2 UnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f; + + float PincushionR2 = pow(length(UnitCoord),2.0f) / pow(length(Ratios), 2.0f); + float2 PincushionCurve = UnitCoord * PincushionAmountX * PincushionR2; + float2 BaseCoord = Input.TexCoord + PincushionCurve; + + return tex2D(DiffuseSampler, BaseCoord); +} + +//----------------------------------------------------------------------------- +// Post-Processing Effect +//----------------------------------------------------------------------------- + +technique TestTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + Sampler[0] = <DiffuseSampler>; + + VertexShader = compile vs_2_0 vs_main(); + PixelShader = compile ps_2_0 ps_main(); + } +} |