// license:BSD-3-Clause // copyright-holders:ImJezze //----------------------------------------------------------------------------- // Distortion Effect //----------------------------------------------------------------------------- texture DiffuseTexture; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // Distortion Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; // size of the window or fullscreen uniform float2 TargetDims; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; // flip y Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom Output.Color = Input.Color; Output.TexCoord = Input.Position.xy / ScreenDims; Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) return Output; } //----------------------------------------------------------------------------- // Post-Processing Pixel Shader //----------------------------------------------------------------------------- float4 ps_main(PS_INPUT Input) : COLOR { float2 BaseCoord = Input.TexCoord; // Color float4 BaseColor = tex2D(DiffuseSampler, BaseCoord); BaseColor.a = 1.0f; return BaseColor; } //----------------------------------------------------------------------------- // Distortion Effect //----------------------------------------------------------------------------- technique DistortionTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }