//----------------------------------------------------------------------------- // Effect File Variables //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float4 TexCoord01 : TEXCOORD0; float4 TexCoord23 : TEXCOORD1; float4 TexCoord45 : TEXCOORD2; float4 TexCoord67 : TEXCOORD3; float4 TexCoord89 : TEXCOORD4; }; struct VS_INPUT { float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float4 TexCoord01 : TEXCOORD0; float4 TexCoord23 : TEXCOORD1; float4 TexCoord45 : TEXCOORD2; float4 TexCoord67 : TEXCOORD3; float4 TexCoord89 : TEXCOORD4; }; //----------------------------------------------------------------------------- // Downsample Vertex Shader //----------------------------------------------------------------------------- uniform float2 TargetSize; uniform float2 SourceSize; uniform float2 Defocus = float2(0.0f, 0.0f); uniform float Brighten; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= TargetSize; Output.Position.y = 1.0f - Output.Position.y; Output.Position.xy -= float2(0.5f, 0.5f); Output.Position.xy *= float2(2.0f, 2.0f); Output.Color = Input.Color; float2 inversePixel = 1.0f / TargetSize; Output.TexCoord01.xy = Input.Position.xy * inversePixel + float2(0.75f - 0.5f, 0.32f - 0.5f) * inversePixel; Output.TexCoord01.zw = Input.Position.xy * inversePixel + float2(0.35f - 0.5f, 0.65f - 0.5f) * inversePixel; Output.TexCoord23.xy = Input.Position.xy * inversePixel + float2(0.31f - 0.5f, 1.25f - 0.5f) * inversePixel; Output.TexCoord23.zw = Input.Position.xy * inversePixel + float2(0.58f - 0.5f, 1.61f - 0.5f) * inversePixel; Output.TexCoord45.xy = Input.Position.xy * inversePixel + float2(1.00f - 0.5f, 1.75f - 0.5f) * inversePixel; Output.TexCoord45.zw = Input.Position.xy * inversePixel + float2(1.35f - 0.5f, 1.64f - 0.5f) * inversePixel; Output.TexCoord67.xy = Input.Position.xy * inversePixel + float2(1.65f - 0.5f, 1.32f - 0.5f) * inversePixel; Output.TexCoord67.zw = Input.Position.xy * inversePixel + float2(1.72f - 0.5f, 0.93f - 0.5f) * inversePixel; Output.TexCoord89.xy = Input.Position.xy * inversePixel + float2(1.57f - 0.5f, 0.57f - 0.5f) * inversePixel; Output.TexCoord89.zw = Input.Position.xy * inversePixel + float2(1.25f - 0.5f, 0.33f - 0.5f) * inversePixel; return Output; } //----------------------------------------------------------------------------- // Downsample Pixel Shader //----------------------------------------------------------------------------- float4 ps_main(PS_INPUT Input) : COLOR { float4 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy); float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw); float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy); float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw); float4 texel4 = tex2D(DiffuseSampler, Input.TexCoord45.xy); float4 texel5 = tex2D(DiffuseSampler, Input.TexCoord45.zw); float4 texel6 = tex2D(DiffuseSampler, Input.TexCoord67.xy); float4 texel7 = tex2D(DiffuseSampler, Input.TexCoord67.zw); float4 texel8 = tex2D(DiffuseSampler, Input.TexCoord89.xy); float4 texel9 = tex2D(DiffuseSampler, Input.TexCoord89.zw); float4 outTexel = (texel0 + texel1 + texel2 + texel3 + texel4 + texel5 + texel6 + texel7 + texel8 + texel9) * 0.1f; return float4(outTexel.rgb, 1.0f); } //----------------------------------------------------------------------------- // Downsample Effect //----------------------------------------------------------------------------- technique TestTechnique { pass Pass0 { Lighting = FALSE; Sampler[0] = ; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }