summaryrefslogtreecommitdiffstatshomepage
path: root/trunk/hlsl/focus.fx
diff options
context:
space:
mode:
Diffstat (limited to 'trunk/hlsl/focus.fx')
-rw-r--r--trunk/hlsl/focus.fx142
1 files changed, 142 insertions, 0 deletions
diff --git a/trunk/hlsl/focus.fx b/trunk/hlsl/focus.fx
new file mode 100644
index 00000000000..de660af7d24
--- /dev/null
+++ b/trunk/hlsl/focus.fx
@@ -0,0 +1,142 @@
+//-----------------------------------------------------------------------------
+// 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;
+ float2 TexCoord0 : TEXCOORD0;
+ float2 TexCoord1 : TEXCOORD1;
+ float2 TexCoord2 : TEXCOORD2;
+ float2 TexCoord3 : TEXCOORD3;
+ float2 TexCoord4 : TEXCOORD4;
+ float2 TexCoord5 : TEXCOORD5;
+ float2 TexCoord6 : TEXCOORD6;
+ float2 TexCoord7 : TEXCOORD7;
+};
+
+struct VS_INPUT
+{
+ float3 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 TexCoord0 : TEXCOORD0;
+ float2 TexCoord1 : TEXCOORD1;
+ float2 TexCoord2 : TEXCOORD2;
+ float2 TexCoord3 : TEXCOORD3;
+ float2 TexCoord4 : TEXCOORD4;
+ float2 TexCoord5 : TEXCOORD5;
+ float2 TexCoord6 : TEXCOORD6;
+ float2 TexCoord7 : TEXCOORD7;
+};
+
+//-----------------------------------------------------------------------------
+// Simple Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float TargetWidth;
+uniform float TargetHeight;
+
+uniform float WidthRatio;
+uniform float HeightRatio;
+
+uniform float2 Defocus = float2(0.0f, 0.0f);
+uniform float FocusEnable;
+
+float2 Coord0Offset = float2( 0.0f, 0.0f);
+float2 Coord1Offset = float2(-0.2f, -0.6f);
+float2 Coord2Offset = float2( 0.4f, -0.4f);
+float2 Coord3Offset = float2( 0.6f, 0.2f);
+float2 Coord4Offset = float2( 0.2f, 0.6f);
+float2 Coord5Offset = float2(-0.4f, 0.6f);
+float2 Coord6Offset = float2(-0.6f, 0.2f);
+float2 Coord7Offset = float2(-0.6f, -0.4f);
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ 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 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
+ float2 TexCoord = Input.TexCoord;
+ TexCoord = TexCoord + 0.5f * InvTexSize;
+ Output.TexCoord0 = TexCoord + Coord0Offset * InvTexSize * Defocus;
+ Output.TexCoord1 = TexCoord + Coord1Offset * InvTexSize * Defocus;
+ Output.TexCoord2 = TexCoord + Coord2Offset * InvTexSize * Defocus;
+ Output.TexCoord3 = TexCoord + Coord3Offset * InvTexSize * Defocus;
+ Output.TexCoord4 = TexCoord + Coord4Offset * InvTexSize * Defocus;
+ Output.TexCoord5 = TexCoord + Coord5Offset * InvTexSize * Defocus;
+ Output.TexCoord6 = TexCoord + Coord6Offset * InvTexSize * Defocus;
+ Output.TexCoord7 = TexCoord + Coord7Offset * InvTexSize * Defocus;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Simple Pixel Shader
+//-----------------------------------------------------------------------------
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float4 d0 = tex2D(DiffuseSampler, Input.TexCoord0);
+ float3 d1 = tex2D(DiffuseSampler, Input.TexCoord1).rgb;
+ float3 d2 = tex2D(DiffuseSampler, Input.TexCoord2).rgb;
+ float3 d3 = tex2D(DiffuseSampler, Input.TexCoord3).rgb;
+ float3 d4 = tex2D(DiffuseSampler, Input.TexCoord4).rgb;
+ float3 d5 = tex2D(DiffuseSampler, Input.TexCoord5).rgb;
+ float3 d6 = tex2D(DiffuseSampler, Input.TexCoord6).rgb;
+ float3 d7 = tex2D(DiffuseSampler, Input.TexCoord7).rgb;
+
+ float3 blurred = (d0.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7) / 8.0f;
+
+ blurred = lerp(d0.rgb, blurred, 1.0f);
+ return float4(blurred, d0.a);
+}
+
+//-----------------------------------------------------------------------------
+// Simple Effect
+//-----------------------------------------------------------------------------
+
+technique TestTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ Sampler[0] = <DiffuseSampler>;
+
+ VertexShader = compile vs_2_0 vs_main();
+ PixelShader = compile ps_2_0 ps_main();
+ }
+}