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- uniform float4x4 ViewProj;
- uniform float4x4 color_matrix;
- uniform float3 color_range_min = {0.0, 0.0, 0.0};
- uniform float3 color_range_max = {1.0, 1.0, 1.0};
- uniform float2 base_dimension_i;
- uniform texture2d image;
- struct VertInOut {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
- VertInOut VSDefault(VertInOut vert_in)
- {
- VertInOut vert_out;
- vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
- vert_out.uv = vert_in.uv;
- return vert_out;
- }
- float4 PSDrawAreaRGBA(VertInOut vert_in) : TARGET
- {
- float4 totalcolor = float4(0.0, 0.0, 0.0, 0.0);
- float2 uv = vert_in.uv;
- float2 uvdelta = float2(ddx(uv.x), ddy(uv.y));
- // Handle potential OpenGL flip.
- uvdelta.y = abs(uvdelta.y);
- float2 uvhalfdelta = 0.5 * uvdelta;
- float2 uvmin = uv - uvhalfdelta;
- float2 uvmax = uv + uvhalfdelta;
- int2 loadindexmin = int2(uvmin / base_dimension_i);
- int2 loadindexmax = int2(uvmax / base_dimension_i);
- float2 targetpos = uv / uvdelta;
- float2 targetposmin = targetpos - 0.5;
- float2 targetposmax = targetpos + 0.5;
- float2 scale = base_dimension_i / uvdelta;
- for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy)
- {
- for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx)
- {
- int2 loadindex = int2(loadindexx, loadindexy);
- float2 potentialtargetmin = float2(loadindex) * scale;
- float2 potentialtargetmax = potentialtargetmin + scale;
- float2 targetmin = max(potentialtargetmin, targetposmin);
- float2 targetmax = min(potentialtargetmax, targetposmax);
- float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y);
- float4 sample = image.Load(int3(loadindex, 0));
- totalcolor += area * float4(sample.rgb * sample.a, sample.a);
- }
- }
- return float4(totalcolor.rgb / totalcolor.a, totalcolor.a);
- }
- float3 ConvertFromYuv(float3 yuv)
- {
- yuv = clamp(yuv, color_range_min, color_range_max);
- return saturate(mul(float4(yuv, 1.0), color_matrix)).rgb;
- }
- float4 PSDrawAreaMatrix(VertInOut vert_in) : TARGET
- {
- float3 totalcolor = float3(0.0, 0.0, 0.0);
- float2 uv = vert_in.uv;
- float2 uvdelta = float2(ddx(uv.x), ddy(uv.y));
- // Handle potential OpenGL flip.
- uvdelta.y = abs(uvdelta.y);
- float2 uvhalfdelta = 0.5 * uvdelta;
- float2 uvmin = uv - uvhalfdelta;
- float2 uvmax = uv + uvhalfdelta;
- int2 loadindexmin = int2(uvmin / base_dimension_i);
- int2 loadindexmax = int2(uvmax / base_dimension_i);
- float2 targetpos = uv / uvdelta;
- float2 targetposmin = targetpos - 0.5;
- float2 targetposmax = targetpos + 0.5;
- float2 scale = base_dimension_i / uvdelta;
- for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy)
- {
- for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx)
- {
- int2 loadindex = int2(loadindexx, loadindexy);
- float2 potentialtargetmin = float2(loadindex) * scale;
- float2 potentialtargetmax = potentialtargetmin + scale;
- float2 targetmin = max(potentialtargetmin, targetposmin);
- float2 targetmax = min(potentialtargetmax, targetposmax);
- float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y);
- float3 yuv = image.Load(int3(loadindex, 0)).xyz;
- totalcolor += area * ConvertFromYuv(yuv);
- }
- }
- return float4(totalcolor, 1.0);
- }
- technique Draw
- {
- pass
- {
- vertex_shader = VSDefault(vert_in);
- pixel_shader = PSDrawAreaRGBA(vert_in);
- }
- }
- technique DrawMatrix
- {
- pass
- {
- vertex_shader = VSDefault(vert_in);
- pixel_shader = PSDrawAreaMatrix(vert_in);
- }
- }
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