diff options
Diffstat (limited to 'hlsl/primary.fx')
-rw-r--r-- | hlsl/primary.fx | 101 |
1 files changed, 83 insertions, 18 deletions
diff --git a/hlsl/primary.fx b/hlsl/primary.fx index f0a1c1da0e7..2086132a0e7 100644 --- a/hlsl/primary.fx +++ b/hlsl/primary.fx @@ -46,19 +46,36 @@ struct PS_INPUT }; //----------------------------------------------------------------------------- -// Primary Vertex Shader +// Primary Vertex Shaders //----------------------------------------------------------------------------- static const float Epsilon = 1.0e-7f; uniform float2 ScreenDims; uniform float2 TargetDims; +uniform float2 QuadDims; -uniform bool PostPass; +uniform bool VectorScreen; -uniform float Brighten; +VS_OUTPUT vs_screen_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.TexCoord = Input.Position.xy / ScreenDims; + Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) + + Output.Color = Input.Color; + + return Output; +} -VS_OUTPUT vs_main(VS_INPUT Input) +VS_OUTPUT vs_vector_buffer_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; @@ -68,14 +85,25 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom - float2 targetDims = TargetDims + Epsilon; // bug: with exact target dimensions the font disappears + Output.TexCoord = Input.Position.xy / ScreenDims; + Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) + + Output.Color = Input.Color; + + return Output; +} + +VS_OUTPUT vs_ui_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.TexCoord = PostPass - ? Input.Position.xy / ScreenDims - : Input.TexCoord; - Output.TexCoord += PostPass - ? 0.5f / targetDims // half texel offset correction (DX9) - : 0.0f; + Output.TexCoord = Input.TexCoord; Output.Color = Input.Color; @@ -83,28 +111,65 @@ VS_OUTPUT vs_main(VS_INPUT Input) } //----------------------------------------------------------------------------- -// Primary Pixel Shader +// Primary Pixel Shaders //----------------------------------------------------------------------------- -float4 ps_main(PS_INPUT Input) : COLOR +float4 ps_screen_main(PS_INPUT Input) : COLOR { float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); - BaseTexel *= Input.Color + float4(Brighten, Brighten, Brighten, 0.0f); + + return BaseTexel; +} + +float4 ps_vector_buffer_main(PS_INPUT Input) : COLOR +{ + float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); + BaseTexel *= Input.Color + float4(1.0f, 1.0f, 1.0f, 0.0f); + + return BaseTexel; +} + +float4 ps_ui_main(PS_INPUT Input) : COLOR +{ + float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); + BaseTexel *= Input.Color; return BaseTexel; } //----------------------------------------------------------------------------- -// Primary Technique +// Primary Techniques //----------------------------------------------------------------------------- -technique DefaultTechnique +technique ScreenTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + VertexShader = compile vs_2_0 vs_screen_main(); + PixelShader = compile ps_2_0 ps_screen_main(); + } +} + +technique VectorBufferTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + VertexShader = compile vs_2_0 vs_vector_buffer_main(); + PixelShader = compile ps_2_0 ps_vector_buffer_main(); + } +} + +technique UiTechnique { pass Pass0 { Lighting = FALSE; - VertexShader = compile vs_2_0 vs_main(); - PixelShader = compile ps_2_0 ps_main(); + VertexShader = compile vs_2_0 vs_ui_main(); + PixelShader = compile ps_2_0 ps_ui_main(); } } |