//----------------------------------------------------------------------------- // Effect File Variables //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; texture LastPass; sampler PreviousSampler = 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 TexCoord : TEXCOORD0; float2 PrevCoord : TEXCOORD1; }; struct VS_INPUT { float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 PrevCoord : TEXCOORD1; }; //----------------------------------------------------------------------------- // Simple Vertex Shader //----------------------------------------------------------------------------- uniform float TargetWidth; uniform float TargetHeight; uniform float RawWidth; uniform float RawHeight; uniform float WidthRatio; uniform float HeightRatio; uniform float TextureWidth; uniform float TextureHeight; uniform float Passthrough; 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.Color = Input.Color; float2 InvTexSize = float2(1.0f / TextureWidth, 1.0f / TextureHeight); Output.TexCoord = Input.TexCoord + float2(0.5f, 0.5f) * InvTexSize; Output.PrevCoord = Output.TexCoord; return Output; } //----------------------------------------------------------------------------- // Simple Pixel Shader //----------------------------------------------------------------------------- uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f); float4 ps_main(PS_INPUT Input) : COLOR { float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord); float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb * float3(Phosphor.r, Phosphor.g, Phosphor.b); float RedMax = max(CurrPix.r, PrevPix.r); float GreenMax = max(CurrPix.g, PrevPix.g); float BlueMax = max(CurrPix.b, PrevPix.b); return lerp(float4(RedMax, GreenMax, BlueMax, CurrPix.a), CurrPix, Passthrough); } //----------------------------------------------------------------------------- // Simple Effect //----------------------------------------------------------------------------- technique TestTechnique { pass Pass0 { Lighting = FALSE; //Sampler[0] = ; //Sampler[1] = ; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }