// license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // Deconvergence Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- 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; float3 TexCoordX : TEXCOORD0; float3 TexCoordY : TEXCOORD1; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float3 TexCoordX : TEXCOORD0; float3 TexCoordY : TEXCOORD1; }; //----------------------------------------------------------------------------- // Deconvergence Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 SourceDims; uniform float2 SourceRect; uniform float2 TargetDims; uniform float2 QuadDims; uniform bool SwapXY = false; uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f); uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f); uniform float3 RadialConvergeX = float3(0.0f, 0.0f, 0.0f); uniform float3 RadialConvergeY = float3(0.0f, 0.0f, 0.0f); VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; float2 HalfSourceRect = SourceRect * 0.5f; float2 QuadRatio = float2(1.0f, SwapXY ? QuadDims.y / QuadDims.x : QuadDims.x / QuadDims.y); // imaginary texel dimensions independed from quad dimensions, but dependend on quad ratio float2 FixedTexelDims = (1.0f / 1024.0) * SourceRect * QuadRatio; 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; // toom float2 TexCoord = Input.TexCoord; TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) Output.Color = Input.Color; Output.TexCoordX = TexCoord.xxx; Output.TexCoordY = TexCoord.yyy; // center coordinates Output.TexCoordX -= HalfSourceRect.xxx; Output.TexCoordY -= HalfSourceRect.yyy; // radial converge offset to "translate" the most outer pixel as thay would be translated by the linar converge with the same amount float2 radialConvergeOffset = 2.0f / SourceRect; // radial converge Output.TexCoordX *= 1.0f + RadialConvergeX * FixedTexelDims.xxx * radialConvergeOffset.xxx; Output.TexCoordY *= 1.0f + RadialConvergeY * FixedTexelDims.yyy * radialConvergeOffset.yyy; // un-center coordinates Output.TexCoordX += HalfSourceRect.xxx; Output.TexCoordY += HalfSourceRect.yyy; // linear converge Output.TexCoordX += ConvergeX * FixedTexelDims.xxx; Output.TexCoordY += ConvergeY * FixedTexelDims.yyy; return Output; } //----------------------------------------------------------------------------- // Deconvergence Pixel Shader //----------------------------------------------------------------------------- float4 ps_main(PS_INPUT Input) : COLOR { float r = tex2D(DiffuseSampler, float2(Input.TexCoordX.x, Input.TexCoordY.x)).r; float g = tex2D(DiffuseSampler, float2(Input.TexCoordX.y, Input.TexCoordY.y)).g; float b = tex2D(DiffuseSampler, float2(Input.TexCoordX.z, Input.TexCoordY.z)).b; return float4(r, g, b, 1.0f); } //----------------------------------------------------------------------------- // Deconvergence Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }