//----------------------------------------------------------------------------- // Deconvergence Effect //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; 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(); } }