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@@ -5,7 +5,6 @@ uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform texture2d target;
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-uniform float4 color = {1.0, 1.0, 1.0, 1.0};
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uniform float sharpness;
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uniform float texture_width;
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@@ -24,7 +23,6 @@ struct VertInOut {
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struct VertOut {
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float4 pos : POSITION;
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- float4 col : COLOR;
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float2 uv : TEXCOORD0;
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float4 t1 : TEXCOORD1;
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float4 t2 : TEXCOORD2;
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@@ -36,7 +34,6 @@ VertOut VSDefault(VertInOut vert_in)
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VertOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vert_in.uv;
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- vert_out.col = color;
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float2 ps = float2(1.0/texture_width, 1.0/texture_height);
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float dx = ps.x;
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@@ -52,23 +49,23 @@ float4 PSDrawBare(VertOut vert_in) : TARGET
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{
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float4 E = image.Sample(def_sampler, vert_in.uv);
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- float4 colorx = 8*E;
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+ float4 color = 8*E;
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float4 B = image.Sample(def_sampler, vert_in.t1.yw);
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float4 D = image.Sample(def_sampler, vert_in.t2.xw);
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float4 F = image.Sample(def_sampler, vert_in.t2.zw);
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float4 H = image.Sample(def_sampler, vert_in.t3.yw);
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- colorx -= image.Sample(def_sampler, vert_in.t1.xw);
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- colorx -= B;
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- colorx -= image.Sample(def_sampler, vert_in.t1.zw);
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- colorx -= D;
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- colorx -= F;
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- colorx -= image.Sample(def_sampler, vert_in.t3.xw);
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- colorx -= H;
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- colorx -= image.Sample(def_sampler, vert_in.t3.zw);
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+ color -= image.Sample(def_sampler, vert_in.t1.xw);
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+ color -= B;
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+ color -= image.Sample(def_sampler, vert_in.t1.zw);
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+ color -= D;
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+ color -= F;
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+ color -= image.Sample(def_sampler, vert_in.t3.xw);
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+ color -= H;
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+ color -= image.Sample(def_sampler, vert_in.t3.zw);
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- colorx = ((E!=F && E!=D) || (E!=B && E!=H)) ? saturate(E + colorx*sharpness) : E;
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+ color = ((E!=F && E!=D) || (E!=B && E!=H)) ? saturate(E + color*sharpness) : E;
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- return colorx;
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+ return color;
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}
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technique Draw
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