parent
ff77b7897b
commit
eea40fd0e4
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@ -4,6 +4,10 @@
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// Distortion Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture DiffuseTexture;
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sampler DiffuseSampler = sampler_state
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@ -85,7 +89,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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// Distortion Effect
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//-----------------------------------------------------------------------------
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technique DistortionTechnique
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technique DefaultTechnique
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{
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pass Pass0
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{
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@ -1,7 +1,11 @@
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Effect
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// Scanline, Shadowmask & Distortion Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture DiffuseTexture;
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@ -98,7 +102,7 @@ float roundBox(float2 p, float2 b, float r)
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}
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Vertex Shader
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// Scanline, Shadowmask & Distortion Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims; // size of the window or fullscreen
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@ -149,7 +153,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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}
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//-----------------------------------------------------------------------------
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// Post-Processing Pixel Shader
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// Scanline, Shadowmask & Distortion Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenScale = float2(1.0f, 1.0f);
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@ -511,14 +515,12 @@ float4 ps_main(PS_INPUT Input) : COLOR
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// Scanline & Shadowmask Effect
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//-----------------------------------------------------------------------------
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technique ScanMaskTechnique
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technique DefaultTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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//Sampler[0] = <DiffuseSampler>;
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VertexShader = compile vs_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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@ -1,7 +1,11 @@
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Effect File Variables
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// Bloom Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture DiffuseA;
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@ -339,27 +343,15 @@ float4 ps_main(PS_INPUT Input) : COLOR
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}
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//-----------------------------------------------------------------------------
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// Bloom Effect
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// Bloom Technique
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//-----------------------------------------------------------------------------
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technique TestTechnique
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technique DefaultTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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Sampler[0] = <DiffuseSampler0>; // 2048x2048
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Sampler[1] = <DiffuseSampler1>; // 1024x1024
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Sampler[2] = <DiffuseSampler2>; // 512x512
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Sampler[3] = <DiffuseSampler3>; // 256x256
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Sampler[4] = <DiffuseSampler4>; // 128x128
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Sampler[5] = <DiffuseSampler5>; // 64x64
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Sampler[6] = <DiffuseSampler6>; // 32x32
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Sampler[7] = <DiffuseSampler7>; // 16x16
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Sampler[8] = <DiffuseSampler8>; // 8x8
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Sampler[9] = <DiffuseSampler9>; // 4x4
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Sampler[10] = <DiffuseSamplerA>; // 2x2
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VertexShader = compile vs_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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// Color-Convolution Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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sampler DiffuseSampler = sampler_state
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@ -43,7 +47,7 @@ struct PS_INPUT
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};
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//-----------------------------------------------------------------------------
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// Post-Processing Vertex Shader
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// Color-Convolution Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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@ -68,7 +72,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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}
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//-----------------------------------------------------------------------------
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// Post-Processing Pixel Shader
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// Color-Convolution Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float3 RedRatios = float3(1.0f, 0.0f, 0.0f);
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@ -105,7 +109,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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// Color-Convolution Technique
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//-----------------------------------------------------------------------------
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technique ColorTechnique
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technique DefaultTechnique
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{
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pass Pass0
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{
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@ -4,6 +4,10 @@
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// Deconvergence Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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sampler DiffuseSampler = sampler_state
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}
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//-----------------------------------------------------------------------------
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// Deconvergence Effect
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// Deconvergence Technique
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//-----------------------------------------------------------------------------
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technique DeconvergeTechnique
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technique DefaultTechnique
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{
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pass Pass0
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{
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// Distortion Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture DiffuseTexture;
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sampler DiffuseSampler = sampler_state
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}
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//-----------------------------------------------------------------------------
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// Post-Processing Pixel Shader
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// Distortion Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float CurvatureAmount = 0.0f;
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@ -299,10 +303,10 @@ float4 ps_main(PS_INPUT Input) : COLOR
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}
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//-----------------------------------------------------------------------------
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// Distortion Effect
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// Distortion Technique
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//-----------------------------------------------------------------------------
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technique DistortionTechnique
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technique DefaultTechnique
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{
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pass Pass0
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{
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Effect File Variables
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// Downsample Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture DiffuseTexture;
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}
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//-----------------------------------------------------------------------------
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// Downsample Effect
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// Downsample Technique
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//-----------------------------------------------------------------------------
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technique TestTechnique
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technique DefaultTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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Sampler[0] = <DiffuseSampler>;
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Effect File Variables
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// Defocus Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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}
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//-----------------------------------------------------------------------------
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// Simple Vertex Shader
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// Defocus Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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}
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//-----------------------------------------------------------------------------
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// Simple Pixel Shader
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// Defocus Pixel Shader
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//-----------------------------------------------------------------------------
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float2 Coord1Offset = float2( 0.75f, 0.50f);
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}
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//-----------------------------------------------------------------------------
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// Simple Effect
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// Defocus Technique
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//-----------------------------------------------------------------------------
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technique TestTechnique
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technique DefaultTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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Sampler[0] = <DiffuseSampler>;
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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// Effect File Variables
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// Phosphor Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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};
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//-----------------------------------------------------------------------------
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// Simple Vertex Shader
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// Phosphor Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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}
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//-----------------------------------------------------------------------------
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// Simple Pixel Shader
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// Phosphor Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f);
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}
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//-----------------------------------------------------------------------------
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// Simple Effect
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// Phosphor Technique
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//-----------------------------------------------------------------------------
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technique TestTechnique
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technique DefaultTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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Sampler[0] = <DiffuseSampler>;
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Sampler[1] = <PreviousSampler>;
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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// Pincushion Post-Processing Effect
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//-----------------------------------------------------------------------------
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texture Diffuse;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <Diffuse>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = CLAMP;
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AddressV = CLAMP;
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AddressW = CLAMP;
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};
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//-----------------------------------------------------------------------------
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// Vertex Definitions
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//-----------------------------------------------------------------------------
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struct VS_OUTPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float2 RedCoord : TEXCOORD2;
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float2 GreenCoord : TEXCOORD3;
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float2 BlueCoord : TEXCOORD4;
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};
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struct VS_INPUT
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{
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float3 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float2 Unused : TEXCOORD1;
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};
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float2 RedCoord : TEXCOORD2;
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float2 GreenCoord : TEXCOORD3;
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float2 BlueCoord : TEXCOORD4;
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};
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//-----------------------------------------------------------------------------
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// Post-Processing Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float TargetWidth;
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uniform float TargetHeight;
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uniform float RawWidth;
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uniform float RawHeight;
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VS_OUTPUT vs_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight);
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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Output.TexCoord = Input.TexCoord;
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Output.TexCoord.x -= 0.25f;
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Output.TexCoord.y -= 0.25f;
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Output.TexCoord.x -= 0.5f;
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Output.TexCoord.y -= 0.5f;
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Output.TexCoord.x /= 18.0f * (TargetWidth / RawWidth);
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Output.TexCoord.y /= 18.0f * (TargetHeight / RawHeight);
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Output.TexCoord.x += 0.5f;
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Output.TexCoord.y += 0.5f;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Post-Processing Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float PI = 3.14159265f;
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uniform float PincushionAmountX = 0.1f;
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uniform float PincushionAmountY = 0.1f;
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uniform float2 ActiveArea;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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// -- Screen Pincushion Calculation --
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float2 UnitCoord = Input.TexCoord * ActiveArea * 2.0f - 1.0f;
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float PincushionR2 = pow(length(UnitCoord),2.0f) / pow(length(ActiveArea), 2.0f);
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float2 PincushionCurve = UnitCoord * PincushionAmountX * PincushionR2;
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float2 BaseCoord = Input.TexCoord + PincushionCurve;
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return tex2D(DiffuseSampler, BaseCoord);
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}
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//-----------------------------------------------------------------------------
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// Post-Processing Effect
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//-----------------------------------------------------------------------------
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technique TestTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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Sampler[0] = <DiffuseSampler>;
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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}
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12
hlsl/post.fx
12
hlsl/post.fx
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// Scanline & Shadowmask Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture DiffuseTexture;
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sampler DiffuseSampler = sampler_state
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}
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//-----------------------------------------------------------------------------
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// Post-Processing Pixel Shader
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// Scanline & Shadowmask Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenScale = float2(1.0f, 1.0f);
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}
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Effect
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// Scanline & Shadowmask Technique
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//-----------------------------------------------------------------------------
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technique ScanMaskTechnique
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technique DefaultTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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Sampler[0] = <DiffuseSampler>;
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VertexShader = compile vs_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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// Passthrough Effect
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// Prescale Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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};
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//-----------------------------------------------------------------------------
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// Passthrough Vertex Shader
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// Prescale Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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}
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//-----------------------------------------------------------------------------
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// Passthrough Pixel Shader
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// Prescale Pixel Shader
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//-----------------------------------------------------------------------------
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float4 ps_main(PS_INPUT Input) : COLOR
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}
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//-----------------------------------------------------------------------------
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// Passthrough Effect
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// Prescale Technique
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//-----------------------------------------------------------------------------
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technique DeconvergeTechnique
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technique DefaultTechnique
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{
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pass Pass0
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{
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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// Effect File Variables
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// Primary Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
texture Diffuse;
|
||||
|
@ -42,7 +46,7 @@ struct PS_INPUT
|
|||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Simple Vertex Shader
|
||||
// Primary Vertex Shader
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static const float Epsilon = 1.0e-7f;
|
||||
|
@ -79,7 +83,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Simple Pixel Shader
|
||||
// Primary Pixel Shader
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
float4 ps_main(PS_INPUT Input) : COLOR
|
||||
|
@ -91,17 +95,15 @@ float4 ps_main(PS_INPUT Input) : COLOR
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Simple Effect
|
||||
// Primary Technique
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
technique TestTechnique
|
||||
technique DefaultTechnique
|
||||
{
|
||||
pass Pass0
|
||||
{
|
||||
Lighting = FALSE;
|
||||
|
||||
Sampler[0] = <DiffuseSampler>;
|
||||
|
||||
VertexShader = compile vs_2_0 vs_main();
|
||||
PixelShader = compile ps_2_0 ps_main();
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
// license:BSD-3-Clause
|
||||
// copyright-holders:Ryan Holtz
|
||||
//-----------------------------------------------------------------------------
|
||||
// Effect File Variables
|
||||
// Vector Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -32,7 +32,7 @@ struct PS_INPUT
|
|||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Simple Vertex Shader
|
||||
// Vector Vertex Shader
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
uniform float2 ScreenDims;
|
||||
|
@ -59,7 +59,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Simple Pixel Shader
|
||||
// Vector Pixel Shader
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// TimeParams.x: Frame time of the vector
|
||||
|
@ -80,10 +80,10 @@ float4 ps_main(PS_INPUT Input) : COLOR
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Simple Effect
|
||||
// Vector Technique
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
technique TestTechnique
|
||||
technique DefaultTechnique
|
||||
{
|
||||
pass Pass0
|
||||
{
|
||||
|
|
|
@ -4,6 +4,10 @@
|
|||
// YIQ Decode Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Sampler Definitions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
texture Composite;
|
||||
|
||||
sampler CompositeSampler = sampler_state
|
||||
|
@ -175,7 +179,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
|
|||
// YIQ Decode Technique
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
technique DecodeTechnique
|
||||
technique DefaultTechnique
|
||||
{
|
||||
pass Pass0
|
||||
{
|
||||
|
|
|
@ -4,6 +4,10 @@
|
|||
// YIQ Encode Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Sampler Definitions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
texture Diffuse;
|
||||
|
||||
sampler DiffuseSampler = sampler_state
|
||||
|
@ -118,7 +122,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
|
|||
// YIQ Encode Technique
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
technique EncodeTechnique
|
||||
technique DefaultTechnique
|
||||
{
|
||||
pass Pass0
|
||||
{
|
||||
|
|
|
@ -1072,15 +1072,20 @@ void shaders::begin_draw()
|
|||
|
||||
curr_effect = default_effect;
|
||||
|
||||
default_effect->set_technique("TestTechnique");
|
||||
post_effect->set_technique("ScanMaskTechnique");
|
||||
distortion_effect->set_technique("DistortionTechnique");
|
||||
phosphor_effect->set_technique("TestTechnique");
|
||||
focus_effect->set_technique("TestTechnique");
|
||||
deconverge_effect->set_technique("DeconvergeTechnique");
|
||||
color_effect->set_technique("ColorTechnique");
|
||||
yiq_encode_effect->set_technique("EncodeTechnique");
|
||||
yiq_decode_effect->set_technique("DecodeTechnique");
|
||||
default_effect->set_technique("DefaultTechnique");
|
||||
post_effect->set_technique("DefaultTechnique");
|
||||
distortion_effect->set_technique("DefaultTechnique");
|
||||
prescale_effect->set_technique("DefaultTechnique");
|
||||
phosphor_effect->set_technique("DefaultTechnique");
|
||||
focus_effect->set_technique("DefaultTechnique");
|
||||
deconverge_effect->set_technique("DefaultTechnique");
|
||||
color_effect->set_technique("DefaultTechnique");
|
||||
yiq_encode_effect->set_technique("DefaultTechnique");
|
||||
yiq_decode_effect->set_technique("DefaultTechnique");
|
||||
color_effect->set_technique("DefaultTechnique");
|
||||
bloom_effect->set_technique("DefaultTechnique");
|
||||
downsample_effect->set_technique("DefaultTechnique");
|
||||
vector_effect->set_technique("DefaultTechnique");
|
||||
|
||||
HRESULT result = (*d3dintf->device.get_render_target)(d3d->get_device(), 0, &backbuffer);
|
||||
if (result != D3D_OK)
|
||||
|
|
Loading…
Reference in New Issue