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-rw-r--r--trunk/hlsl/pincushion.fx126
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diff --git a/trunk/hlsl/pincushion.fx b/trunk/hlsl/pincushion.fx
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+//-----------------------------------------------------------------------------
+// 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 RedCoord : TEXCOORD2;
+ float2 GreenCoord : TEXCOORD3;
+ float2 BlueCoord : TEXCOORD4;
+};
+
+struct VS_INPUT
+{
+ float3 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ 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();
+ }
+}