//----------------------------------------------------------------------------- // 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; float2 RedCoord : TEXCOORD0; float2 GrnCoord : TEXCOORD1; float2 BluCoord : TEXCOORD2; float2 TexCoord : TEXCOORD3; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 ExtraInfo : TEXCOORD1; }; struct PS_INPUT { float4 Color : COLOR0; float2 RedCoord : TEXCOORD0; float2 GrnCoord : TEXCOORD1; float2 BluCoord : TEXCOORD2; float2 TexCoord : TEXCOORD3; }; //----------------------------------------------------------------------------- // Deconvergence Vertex Shader //----------------------------------------------------------------------------- uniform float RedConvergeX; uniform float RedConvergeY; uniform float GrnConvergeX; uniform float GrnConvergeY; uniform float BluConvergeX; uniform float BluConvergeY; uniform float TargetWidth; uniform float TargetHeight; uniform float RawWidth; uniform float RawHeight; uniform float WidthRatio; uniform float HeightRatio; uniform float RedRadialConvergeX; uniform float RedRadialConvergeY; uniform float GrnRadialConvergeX; uniform float GrnRadialConvergeY; uniform float BluRadialConvergeX; uniform float BluRadialConvergeY; 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.RedCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RedRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + RedConvergeX * invDims.x; Output.GrnCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + GrnRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x; Output.BluCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + BluRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + BluConvergeX * invDims.x; Output.RedCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RedRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + RedConvergeY * invDims.y; Output.GrnCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + GrnRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + GrnConvergeY * invDims.y; Output.BluCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + BluRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * 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 = clamp(Deconverge, 0.0f, 1.0f); float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a; float RedTexel = tex2D(DiffuseSampler, lerp(Input.TexCoord, Input.RedCoord, Deconverge) + 0.5f / float2(RawWidth, RawHeight)).r; float GrnTexel = tex2D(DiffuseSampler, lerp(Input.TexCoord, Input.GrnCoord, Deconverge) + 0.5f / float2(RawWidth, RawHeight)).g; float BluTexel = tex2D(DiffuseSampler, lerp(Input.TexCoord, Input.BluCoord, Deconverge) + 0.5f / float2(RawWidth, RawHeight)).b; 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(); } }