//----------------------------------------------------------------------------- // Pincushion Post-Processing 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 TexCoord : TEXCOORD0; float2 RedCoord : TEXCOORD2; float2 GreenCoord : TEXCOORD3; float2 BlueCoord : TEXCOORD4; }; struct VS_INPUT { float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 Unused : TEXCOORD1; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 RedCoord : TEXCOORD2; float2 GreenCoord : TEXCOORD3; float2 BlueCoord : TEXCOORD4; }; //----------------------------------------------------------------------------- // Post-Processing Vertex Shader //----------------------------------------------------------------------------- uniform float TargetWidth; uniform float TargetHeight; uniform float RawWidth; uniform float RawHeight; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight); 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; Output.TexCoord = Input.TexCoord; Output.TexCoord.x -= 0.25f; Output.TexCoord.y -= 0.25f; Output.TexCoord.x -= 0.5f; Output.TexCoord.y -= 0.5f; Output.TexCoord.x /= 18.0f * (TargetWidth / RawWidth); Output.TexCoord.y /= 18.0f * (TargetHeight / RawHeight); Output.TexCoord.x += 0.5f; Output.TexCoord.y += 0.5f; return Output; } //----------------------------------------------------------------------------- // Post-Processing Pixel Shader //----------------------------------------------------------------------------- uniform float PI = 3.14159265f; uniform float PincushionAmountX = 0.1f; uniform float PincushionAmountY = 0.1f; uniform float2 ActiveArea; float4 ps_main(PS_INPUT Input) : COLOR { // -- Screen Pincushion Calculation -- float2 UnitCoord = Input.TexCoord * ActiveArea * 2.0f - 1.0f; float PincushionR2 = pow(length(UnitCoord),2.0f) / pow(length(ActiveArea), 2.0f); float2 PincushionCurve = UnitCoord * PincushionAmountX * PincushionR2; float2 BaseCoord = Input.TexCoord + PincushionCurve; return tex2D(DiffuseSampler, BaseCoord); } //----------------------------------------------------------------------------- // Post-Processing Effect //----------------------------------------------------------------------------- technique TestTechnique { pass Pass0 { Lighting = FALSE; Sampler[0] = ; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }