/* * bilinear low res scaling, samples 9 pixels of a larger image to scale to a * low resolution image below half size */ uniform float4x4 ViewProj; uniform texture2d image; 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; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertData VSDefault(VertData v_in) { VertData vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } float4 pixel(float2 uv) { return image.Sample(textureSampler, uv); } float4 DrawLowresBilinear(VertData v_in) { float2 stepxy = base_dimension_i; float4 out_color; out_color = pixel(v_in.uv); out_color += pixel(v_in.uv + float2(-stepxy.x, -stepxy.y)); out_color += pixel(v_in.uv + float2(-stepxy.x, 0.0)); out_color += pixel(v_in.uv + float2(-stepxy.x, stepxy.y)); out_color += pixel(v_in.uv + float2( 0.0, -stepxy.y)); out_color += pixel(v_in.uv + float2( 0.0, stepxy.y)); out_color += pixel(v_in.uv + float2( stepxy.x, -stepxy.y)); out_color += pixel(v_in.uv + float2( stepxy.x, 0.0)); out_color += pixel(v_in.uv + float2( stepxy.x, stepxy.y)); return out_color / float4(9.0, 9.0, 9.0, 9.0); } float4 PSDrawLowresBilinearRGBA(VertData v_in) : TARGET { return DrawLowresBilinear(v_in); } float4 PSDrawLowresBilinearMatrix(VertData v_in) : TARGET { float4 yuv = DrawLowresBilinear(v_in); yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max); return saturate(mul(float4(yuv.xyz, 1.0), color_matrix)); } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawLowresBilinearRGBA(v_in); } } technique DrawMatrix { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSDrawLowresBilinearMatrix(v_in); } }