uniform float4x4 ViewProj; uniform float4x4 color_matrix; uniform float3 color_range_min = {0.0, 0.0, 0.0}; uniform float3 color_range_max = {1.0, 1.0, 1.0}; uniform float2 base_dimension_i; uniform texture2d image; sampler_state def_sampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertInOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertInOut VSDefault(VertInOut vert_in) { VertInOut vert_out; vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); vert_out.uv = vert_in.uv; return vert_out; } float4 PSDrawAreaRGBA(VertInOut vert_in) : TARGET { float4 totalcolor = float4(0.0, 0.0, 0.0, 0.0); const float2 uv = vert_in.uv; const float2 uvdelta = float2(ddx(uv.x), ddy(uv.y)); const float2 uvhalfdelta = 0.5 * uvdelta; const float2 uvmin = uv - uvhalfdelta; const float2 uvmax = uv + uvhalfdelta; const int2 loadindexmin = int2(uvmin / base_dimension_i); const int2 loadindexmax = int2(uvmax / base_dimension_i); const float2 targetpos = uv / uvdelta; const float2 targetposleft = targetpos - 0.5; const float2 targetposright = targetpos + 0.5; for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy) { for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx) { const float2 loadindex = float2(loadindexx, loadindexy); const float2 potentialtargetmin = loadindex / uvdelta * base_dimension_i; const float2 potentialtargetmax = (loadindex + 1.0) / uvdelta * base_dimension_i; const float2 targetmin = max(potentialtargetmin, targetposleft); const float2 targetmax = min(potentialtargetmax, targetposright); const float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y); const float4 sample = image.SampleLevel(def_sampler, (loadindex + 0.5) * base_dimension_i, 0.0); totalcolor += area * float4(sample.rgb * sample.a, sample.a); } } return float4(totalcolor.rgb / totalcolor.a, totalcolor.a); } float3 ConvertFromYuv(float3 yuv) { yuv = clamp(yuv, color_range_min, color_range_max); return saturate(mul(float4(yuv, 1.0), color_matrix)).rgb; } float4 PSDrawAreaMatrix(VertInOut vert_in) : TARGET { float3 totalcolor = float3(0.0, 0.0, 0.0); const float2 uv = vert_in.uv; const float2 uvdelta = float2(ddx(uv.x), ddy(uv.y)); const float2 uvhalfdelta = 0.5 * uvdelta; const float2 uvmin = uv - uvhalfdelta; const float2 uvmax = uv + uvhalfdelta; const int2 loadindexmin = int2(uvmin / base_dimension_i); const int2 loadindexmax = int2(uvmax / base_dimension_i); const float2 targetpos = uv / uvdelta; const float2 targetposleft = targetpos - 0.5; const float2 targetposright = targetpos + 0.5; for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy) { for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx) { const float2 loadindex = float2(loadindexx, loadindexy); const float2 potentialtargetmin = loadindex / uvdelta * base_dimension_i; const float2 potentialtargetmax = (loadindex + 1.0) / uvdelta * base_dimension_i; const float2 targetmin = max(potentialtargetmin, targetposleft); const float2 targetmax = min(potentialtargetmax, targetposright); const float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y); const float3 yuv = image.SampleLevel(def_sampler, (loadindex + 0.5) * base_dimension_i, 0.0).xyz; totalcolor += area * ConvertFromYuv(yuv); } } return float4(totalcolor, 1.0); } technique Draw { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawAreaRGBA(vert_in); } } technique DrawMatrix { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawAreaMatrix(vert_in); } }