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- /*
- * bilinear low res scaling, samples 8 pixels of a larger image to scale to a
- * low resolution image below half size
- */
- uniform float4x4 ViewProj;
- uniform texture2d image;
- sampler_state textureSampler {
- Filter = Linear;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- struct VertData {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
- VertData VSDefault(VertData v_in)
- {
- VertData vert_out;
- vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
- vert_out.uv = v_in.uv;
- return vert_out;
- }
- float4 pixel(float2 uv)
- {
- return image.Sample(textureSampler, uv);
- }
- float4 DrawLowresBilinear(VertData v_in)
- {
- float2 uv = v_in.uv;
- float2 stepxy = float2(ddx(uv.x), ddy(uv.y));
- float2 stepxy1 = stepxy * 0.0625;
- float2 stepxy3 = stepxy * 0.1875;
- float2 stepxy5 = stepxy * 0.3125;
- float2 stepxy7 = stepxy * 0.4375;
- // Simulate Direct3D 8-sample pattern
- float4 out_color;
- out_color = pixel(uv + float2( stepxy1.x, -stepxy3.y));
- out_color += pixel(uv + float2(-stepxy1.x, stepxy3.y));
- out_color += pixel(uv + float2( stepxy5.x, stepxy1.y));
- out_color += pixel(uv + float2(-stepxy3.x, -stepxy5.y));
- out_color += pixel(uv + float2(-stepxy5.x, stepxy5.y));
- out_color += pixel(uv + float2(-stepxy7.x, -stepxy1.y));
- out_color += pixel(uv + float2( stepxy3.x, stepxy7.y));
- out_color += pixel(uv + float2( stepxy7.x, -stepxy7.y));
- return out_color * 0.125;
- }
- float4 PSDrawLowresBilinearRGBA(VertData v_in) : TARGET
- {
- return DrawLowresBilinear(v_in);
- }
- float4 PSDrawLowresBilinearRGBADivide(VertData v_in) : TARGET
- {
- float4 rgba = DrawLowresBilinear(v_in);
- float alpha = rgba.a;
- float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
- return float4(rgba.rgb * multiplier, alpha);
- }
- technique Draw
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSDrawLowresBilinearRGBA(v_in);
- }
- }
- technique DrawAlphaDivide
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSDrawLowresBilinearRGBADivide(v_in);
- }
- }
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