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@@ -0,0 +1,84 @@
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+/*
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+ * bilinear low res scaling, samples 9 pixels of a larger image to scale to a
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+ * low resolution image below half size
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+ */
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+
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+uniform float4x4 ViewProj;
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+uniform texture2d image;
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+uniform float4x4 color_matrix;
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+uniform float3 color_range_min = {0.0, 0.0, 0.0};
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+uniform float3 color_range_max = {1.0, 1.0, 1.0};
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+uniform float2 base_dimension_i;
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+
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+sampler_state textureSampler {
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+ Filter = Linear;
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+ AddressU = Clamp;
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+ AddressV = Clamp;
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+};
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+
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+struct VertData {
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+ float4 pos : POSITION;
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+ float2 uv : TEXCOORD0;
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+};
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+
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+VertData VSDefault(VertData v_in)
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+{
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+ VertData vert_out;
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+ vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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+ vert_out.uv = v_in.uv;
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+ return vert_out;
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+}
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+
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+float4 pixel(float2 uv)
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+{
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+ return image.Sample(textureSampler, uv);
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+}
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+
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+float4 DrawLowresBilinear(VertData v_in)
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+{
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+ float2 stepxy = base_dimension_i;
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+ float4 output;
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+
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+ output = pixel(v_in.uv);
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+ output += pixel(v_in.uv + float2(-stepxy.x, -stepxy.y));
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+ output += pixel(v_in.uv + float2(-stepxy.x, 0.0));
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+ output += pixel(v_in.uv + float2(-stepxy.x, stepxy.y));
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+ output += pixel(v_in.uv + float2( 0.0, -stepxy.y));
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+ output += pixel(v_in.uv + float2( 0.0, stepxy.y));
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+ output += pixel(v_in.uv + float2( stepxy.x, -stepxy.y));
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+ output += pixel(v_in.uv + float2( stepxy.x, 0.0));
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+ output += pixel(v_in.uv + float2( stepxy.x, stepxy.y));
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+ return output / float4(9.0, 9.0, 9.0, 9.0);
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+}
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+
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+float4 PSDrawLowresBilinearRGBA(VertData v_in) : TARGET
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+{
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+ return DrawLowresBilinear(v_in);
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+}
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+
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+float4 PSDrawLowresBilinearMatrix(VertData v_in) : TARGET
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+{
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+ float4 yuv = DrawLowresBilinear(v_in);
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+
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+ yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
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+ return saturate(mul(float4(yuv.xyz, 1.0), color_matrix));
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+}
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+
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+technique Draw
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+{
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+ pass
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+ {
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+ vertex_shader = VSDefault(v_in);
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+ pixel_shader = PSDrawLowresBilinearRGBA(v_in);
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+ }
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+}
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+
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+technique DrawMatrix
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+{
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+ pass
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+ {
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+ vertex_shader = VSDefault(v_in);
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+ pixel_shader = PSDrawLowresBilinearMatrix(v_in);
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+ }
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+}
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+
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