// license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // Downsample Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- texture DiffuseTexture; 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; float4 TexCoord01 : TEXCOORD0; float4 TexCoord23 : TEXCOORD1; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float4 TexCoord01 : TEXCOORD0; float4 TexCoord23 : TEXCOORD1; }; //----------------------------------------------------------------------------- // Downsample Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 TargetDims; uniform float2 QuadDims; static const float2 Coord0Offset = float2(-0.5f, -0.5f); static const float2 Coord1Offset = float2( 0.5f, -0.5f); static const float2 Coord2Offset = float2(-0.5f, 0.5f); static const float2 Coord3Offset = float2( 0.5f, 0.5f); VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; float2 HalfTargetTexelDims = 0.5f / TargetDims; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; // flip y Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom Output.Color = Input.Color; float2 TexCoord = Input.TexCoord; TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) Output.TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims; Output.TexCoord01.zw = TexCoord + Coord1Offset * HalfTargetTexelDims; Output.TexCoord23.xy = TexCoord + Coord2Offset * HalfTargetTexelDims; Output.TexCoord23.zw = TexCoord + Coord3Offset * HalfTargetTexelDims; return Output; } //----------------------------------------------------------------------------- // Downsample Pixel Shader //----------------------------------------------------------------------------- float4 ps_main(PS_INPUT Input) : COLOR { float3 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy).rgb; float3 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw).rgb; float3 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy).rgb; float3 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw).rgb; float3 outTexel = (texel0 + texel1 + texel2 + texel3) / 4.0; return float4(outTexel, 1.0f); } //----------------------------------------------------------------------------- // Downsample Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }