diff options
Diffstat (limited to 'trunk/hlsl/deconverge.fx')
-rw-r--r-- | trunk/hlsl/deconverge.fx | 146 |
1 files changed, 146 insertions, 0 deletions
diff --git a/trunk/hlsl/deconverge.fx b/trunk/hlsl/deconverge.fx new file mode 100644 index 00000000000..7121fe07b46 --- /dev/null +++ b/trunk/hlsl/deconverge.fx @@ -0,0 +1,146 @@ +//----------------------------------------------------------------------------- +// Deconvergence 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; + float3 CoordX : TEXCOORD0; + float3 CoordY : TEXCOORD1; + float2 TexCoord : TEXCOORD2; +}; + +struct VS_INPUT +{ + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct PS_INPUT +{ + float4 Color : COLOR0; + float3 CoordX : TEXCOORD0; + float3 CoordY : TEXCOORD1; + float2 TexCoord : TEXCOORD2; +}; + +//----------------------------------------------------------------------------- +// Deconvergence Vertex Shader +//----------------------------------------------------------------------------- + +uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f); +uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f); + +uniform float TargetWidth; +uniform float TargetHeight; + +uniform float RawWidth; +uniform float RawHeight; + +uniform float WidthRatio; +uniform float HeightRatio; + +uniform float3 RadialConvergeX = float3(0.0f, 0.0f, 0.0f); +uniform float3 RadialConvergeY = float3(0.0f, 0.0f, 0.0f); + +uniform float Prescale; + +VS_OUTPUT vs_main(VS_INPUT Input) +{ + VS_OUTPUT Output = (VS_OUTPUT)0; + + float2 TargetRawRatio = float2(TargetWidth / RawWidth, TargetWidth / RawWidth); + float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight); + float2 Ratios = float2(1.0f / WidthRatio, 1.0f / HeightRatio); + 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; + float2 TexCoord = Input.TexCoord; + + Output.CoordX = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RadialConvergeX / RawWidth) + 0.5f) * Ratios.x + ConvergeX * invDims.x; + Output.CoordY = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RadialConvergeY / RawHeight) + 0.5f) * Ratios.y + ConvergeY * invDims.y; + Output.TexCoord = TexCoord; + + return Output; +} + +//----------------------------------------------------------------------------- +// Deconvergence Pixel Shader +//----------------------------------------------------------------------------- + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float2 MagnetOffset = float2(32.0f / RawWidth, 32.0f / RawHeight); + float2 MagnetCenter = float2(0.9f / WidthRatio, 0.9f / HeightRatio); + float MagnetDistance = length((MagnetCenter - Input.TexCoord) * float2(WidthRatio, HeightRatio)); + float Deconverge = 1.0f - MagnetDistance / MagnetCenter; + Deconverge = 1.0f;//clamp(Deconverge, 0.0f, 1.0f); + float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a; + + float2 TargetDims = float2(RawWidth, RawHeight); + float2 DimOffset = 0.0f / TargetDims; + float2 TexCoord = Input.TexCoord; + float3 CoordX = Input.CoordX; + float3 CoordY = Input.CoordY; + + CoordX = lerp(TexCoord.x, CoordX, Deconverge); + CoordY = lerp(TexCoord.y, CoordY, Deconverge); + + float RedTexel = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x) - DimOffset).r; + float GrnTexel = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y) - DimOffset).g; + float BluTexel = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z) - DimOffset).b; + + //RedTexel *= Input.RedCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f; + //RedTexel *= Input.RedCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f; + //RedTexel *= Input.RedCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f; + //RedTexel *= Input.RedCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f; + //GrnTexel *= Input.GrnCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f; + //GrnTexel *= Input.GrnCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f; + //GrnTexel *= Input.GrnCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f; + //GrnTexel *= Input.GrnCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f; + //BluTexel *= Input.BluCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f; + //BluTexel *= Input.BluCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f; + //BluTexel *= Input.BluCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f; + //BluTexel *= Input.BluCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f; + + return float4(RedTexel, GrnTexel, BluTexel, Alpha); +} + +//----------------------------------------------------------------------------- +// Deconvergence Effect +//----------------------------------------------------------------------------- + +technique DeconvergeTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + VertexShader = compile vs_3_0 vs_main(); + PixelShader = compile ps_3_0 ps_main(); + } +} |