area.effect 1.7 KB

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  1. uniform float4x4 ViewProj;
  2. uniform float2 base_dimension_i;
  3. uniform texture2d image;
  4. struct VertInOut {
  5. float4 pos : POSITION;
  6. float2 uv : TEXCOORD0;
  7. };
  8. VertInOut VSDefault(VertInOut vert_in)
  9. {
  10. VertInOut vert_out;
  11. vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
  12. vert_out.uv = vert_in.uv;
  13. return vert_out;
  14. }
  15. float4 PSDrawAreaRGBA(VertInOut vert_in) : TARGET
  16. {
  17. float4 totalcolor = float4(0.0, 0.0, 0.0, 0.0);
  18. float2 uv = vert_in.uv;
  19. float2 uvdelta = float2(ddx(uv.x), ddy(uv.y));
  20. // Handle potential OpenGL flip.
  21. uvdelta.y = abs(uvdelta.y);
  22. float2 uvhalfdelta = 0.5 * uvdelta;
  23. float2 uvmin = uv - uvhalfdelta;
  24. float2 uvmax = uv + uvhalfdelta;
  25. int2 loadindexmin = int2(uvmin / base_dimension_i);
  26. int2 loadindexmax = int2(uvmax / base_dimension_i);
  27. float2 targetpos = uv / uvdelta;
  28. float2 targetposmin = targetpos - 0.5;
  29. float2 targetposmax = targetpos + 0.5;
  30. float2 scale = base_dimension_i / uvdelta;
  31. for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy)
  32. {
  33. for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx)
  34. {
  35. int2 loadindex = int2(loadindexx, loadindexy);
  36. float2 potentialtargetmin = float2(loadindex) * scale;
  37. float2 potentialtargetmax = potentialtargetmin + scale;
  38. float2 targetmin = max(potentialtargetmin, targetposmin);
  39. float2 targetmax = min(potentialtargetmax, targetposmax);
  40. float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y);
  41. float4 sample = image.Load(int3(loadindex, 0));
  42. totalcolor += area * sample;
  43. }
  44. }
  45. return totalcolor;
  46. }
  47. technique Draw
  48. {
  49. pass
  50. {
  51. vertex_shader = VSDefault(vert_in);
  52. pixel_shader = PSDrawAreaRGBA(vert_in);
  53. }
  54. }