summaryrefslogtreecommitdiffstatshomepage
path: root/hlsl/pincushion.fx
blob: 1712a5fa48e43eeaa38fd2717d73857d5c1aa4d3 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
//-----------------------------------------------------------------------------
// Pincushion Post-Processing Effect
//-----------------------------------------------------------------------------

texture Diffuse;

sampler DiffuseSampler = sampler_state
{
	Texture   = <Diffuse>;
	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 ExtraInfo : TEXCOORD1;
	float2 RedCoord : TEXCOORD2;
	float2 GreenCoord : TEXCOORD3;
	float2 BlueCoord : TEXCOORD4;
};

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

struct PS_INPUT
{
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
	float2 ExtraInfo : TEXCOORD1;
	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 float WidthRatio;
uniform float HeightRatio;

float4 ps_main(PS_INPUT Input) : COLOR
{
	float2 Ratios = float2(WidthRatio, HeightRatio);

	// -- Screen Pincushion Calculation --
	float2 UnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;

	float PincushionR2 = pow(length(UnitCoord),2.0f) / pow(length(Ratios), 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] = <DiffuseSampler>;

		VertexShader = compile vs_2_0 vs_main();
		PixelShader  = compile ps_2_0 ps_main();
	}
}