//----------------------------------------------------------------------------- // Passthrough Effect //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = NONE; MinFilter = NONE; MagFilter = NONE; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 Unused : TEXCOORD1; }; struct PS_INPUT { float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // Passthrough Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; Output.Position.xy -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.TexCoord = Input.TexCoord + 0.5f / ScreenDims; return Output; } //----------------------------------------------------------------------------- // Passthrough Pixel Shader //----------------------------------------------------------------------------- float4 ps_main(PS_INPUT Input) : COLOR { return tex2D(DiffuseSampler, Input.TexCoord); } //----------------------------------------------------------------------------- // Passthrough Effect //----------------------------------------------------------------------------- technique DeconvergeTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }