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-rw-r--r--trunk/hlsl/prescale.fx96
1 files changed, 96 insertions, 0 deletions
diff --git a/trunk/hlsl/prescale.fx b/trunk/hlsl/prescale.fx
new file mode 100644
index 00000000000..6b3dff8d058
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+++ b/trunk/hlsl/prescale.fx
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+//-----------------------------------------------------------------------------
+// Passthrough 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;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct PS_INPUT
+{
+ float2 TexCoord : TEXCOORD0;
+};
+
+//-----------------------------------------------------------------------------
+// Passthrough Vertex Shader
+//-----------------------------------------------------------------------------
+
+float TargetWidth;
+float TargetHeight;
+
+float RawWidth;
+float RawHeight;
+
+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.TexCoord = Input.TexCoord;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Passthrough Pixel Shader
+//-----------------------------------------------------------------------------
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float2 RawDims = float2(RawWidth, RawHeight);
+ float2 TexCoord = Input.TexCoord * RawDims;
+ TexCoord -= frac(TexCoord);
+ TexCoord += 0.5f;
+ TexCoord /= RawDims;
+
+ float4 Center = tex2D(DiffuseSampler, TexCoord);
+ return Center;
+}
+
+//-----------------------------------------------------------------------------
+// Passthrough Effect
+//-----------------------------------------------------------------------------
+
+technique DeconvergeTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}