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//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------

texture DiffuseA;
texture DiffuseB;
texture DiffuseC;
texture DiffuseD;
texture DiffuseE;
texture DiffuseF;
texture DiffuseG;
texture DiffuseH;
texture DiffuseI;
texture DiffuseJ;
texture DiffuseK;

sampler DiffuseSampler0 = sampler_state
{
    Texture   = <DiffuseA>;
    MipFilter = NONE;
    MinFilter = NONE;
    MagFilter = NONE;
    AddressU = CLAMP;
    AddressV = CLAMP;
    AddressW = CLAMP;
};

sampler DiffuseSampler1 = sampler_state
{
    Texture   = <DiffuseB>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
    AddressU = CLAMP;
    AddressV = CLAMP;
    AddressW = CLAMP;
};

sampler DiffuseSampler2 = sampler_state
{
    Texture   = <DiffuseC>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
    AddressU = CLAMP;
    AddressV = CLAMP;
    AddressW = CLAMP;
};

sampler DiffuseSampler3 = sampler_state
{
    Texture   = <DiffuseD>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
    AddressU = CLAMP;
    AddressV = CLAMP;
    AddressW = CLAMP;
};

sampler DiffuseSampler4 = sampler_state
{
    Texture   = <DiffuseE>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
    AddressU = CLAMP;
    AddressV = CLAMP;
    AddressW = CLAMP;
};

sampler DiffuseSampler5 = sampler_state
{
    Texture   = <DiffuseF>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
    AddressU = CLAMP;
    AddressV = CLAMP;
    AddressW = CLAMP;
};

sampler DiffuseSampler6 = sampler_state
{
    Texture   = <DiffuseG>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
    AddressU = CLAMP;
    AddressV = CLAMP;
    AddressW = CLAMP;
};

sampler DiffuseSampler7 = sampler_state
{
    Texture   = <DiffuseH>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
    AddressU = CLAMP;
    AddressV = CLAMP;
    AddressW = CLAMP;
};

sampler DiffuseSampler8 = sampler_state
{
    Texture   = <DiffuseI>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
    AddressU = CLAMP;
    AddressV = CLAMP;
    AddressW = CLAMP;
};

sampler DiffuseSampler9 = sampler_state
{
    Texture   = <DiffuseJ>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
    AddressU = CLAMP;
    AddressV = CLAMP;
    AddressW = CLAMP;
};

sampler DiffuseSamplerA = sampler_state
{
    Texture   = <DiffuseK>;
    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;
};

struct VS_INPUT
{
    float3 Position : POSITION;
    float4 Color : COLOR0;
    float2 TexCoord : TEXCOORD0;
    float2 Unused : TEXCOORD1;
};

struct PS_INPUT
{
    float4 Color : COLOR0;
    float2 TexCoord : TEXCOORD0;
};

//-----------------------------------------------------------------------------
// Bloom Vertex Shader
//-----------------------------------------------------------------------------

uniform float2 ScreenSize;
uniform float2 TextureSize;

VS_OUTPUT vs_main(VS_INPUT Input)
{
    VS_OUTPUT Output = (VS_OUTPUT)0;
    
    Output.Position = float4(Input.Position.xyz, 1.0f);
    Output.Position.xy /= ScreenSize;
    Output.Position.y = 1.0f - Output.Position.y;
    Output.Position.xy -= float2(0.5f, 0.5f);
    Output.Position.xy *= float2(2.0f, 2.0f);
    Output.Color = Input.Color;
    Output.TexCoord = (Input.Position.xy + 0.5f) / ScreenSize;

    return Output;
}

//-----------------------------------------------------------------------------
// Bloom Pixel Shader
//-----------------------------------------------------------------------------

uniform float4 Level0123Weight;
uniform float4 Level4567Weight;
uniform float3 Level89AWeight;

float4 ps_main(PS_INPUT Input) : COLOR
{
    float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb;
    float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb;
    float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb;
    float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb;
    float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb;
    float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb;
    float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb;
    float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb;
    float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb;
    float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb;
    float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb;

    texel0 = texel0 * Level0123Weight.x;
    texel1 = texel1 * Level0123Weight.y;
    texel2 = texel2 * Level0123Weight.z;
    texel3 = texel3 * Level0123Weight.w;
    texel4 = texel4 * Level4567Weight.x;
    texel5 = texel5 * Level4567Weight.y;
    texel6 = texel6 * Level4567Weight.z;
    texel7 = texel7 * Level4567Weight.w;
    texel8 = texel8 * Level89AWeight.x;
    texel9 = texel9 * Level89AWeight.y;
    texelA = texelA * Level89AWeight.z;

    float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 +
            texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f);
    return sum;
}

//-----------------------------------------------------------------------------
// Downsample Effect
//-----------------------------------------------------------------------------

technique TestTechnique
{
    pass Pass0
    {
        Lighting = FALSE;

        Sampler[0] = <DiffuseSampler0>; // 2048x2048
        Sampler[1] = <DiffuseSampler1>; // 1024x1024
        Sampler[2] = <DiffuseSampler2>; // 512x512
        Sampler[3] = <DiffuseSampler3>; // 256x256
        Sampler[4] = <DiffuseSampler4>; // 128x128
        Sampler[5] = <DiffuseSampler5>; // 64x64
        Sampler[6] = <DiffuseSampler6>; // 32x32
        Sampler[7] = <DiffuseSampler7>; // 16x16
        Sampler[8] = <DiffuseSampler8>; // 8x8
        Sampler[9] = <DiffuseSampler9>; // 4x4
        Sampler[10] = <DiffuseSamplerA>; // 2x2

        VertexShader = compile vs_3_0 vs_main();
        PixelShader  = compile ps_3_0 ps_main();
    }
}