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Diffstat (limited to 'trunk/hlsl/focus.fx')
-rw-r--r-- | trunk/hlsl/focus.fx | 142 |
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(); + } +} |