6e572d849f
The bilinear lowres scale effect was using 'output' for a variable, which is apparently a reserved keyword in GLSL on macs. This slipped by me due to the fact that this didn't occur with OpenGL on my windows machine.
85 lines
1.9 KiB
Plaintext
85 lines
1.9 KiB
Plaintext
/*
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* bilinear low res scaling, samples 9 pixels of a larger image to scale to a
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* low resolution image below half size
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*/
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float4x4 color_matrix;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform float2 base_dimension_i;
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sampler_state textureSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 pixel(float2 uv)
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{
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return image.Sample(textureSampler, uv);
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}
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float4 DrawLowresBilinear(VertData v_in)
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{
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float2 stepxy = base_dimension_i;
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float4 out_color;
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out_color = pixel(v_in.uv);
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out_color += pixel(v_in.uv + float2(-stepxy.x, -stepxy.y));
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out_color += pixel(v_in.uv + float2(-stepxy.x, 0.0));
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out_color += pixel(v_in.uv + float2(-stepxy.x, stepxy.y));
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out_color += pixel(v_in.uv + float2( 0.0, -stepxy.y));
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out_color += pixel(v_in.uv + float2( 0.0, stepxy.y));
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out_color += pixel(v_in.uv + float2( stepxy.x, -stepxy.y));
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out_color += pixel(v_in.uv + float2( stepxy.x, 0.0));
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out_color += pixel(v_in.uv + float2( stepxy.x, stepxy.y));
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return out_color / float4(9.0, 9.0, 9.0, 9.0);
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}
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float4 PSDrawLowresBilinearRGBA(VertData v_in) : TARGET
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{
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return DrawLowresBilinear(v_in);
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}
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float4 PSDrawLowresBilinearMatrix(VertData v_in) : TARGET
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{
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float4 yuv = DrawLowresBilinear(v_in);
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yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
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return saturate(mul(float4(yuv.xyz, 1.0), color_matrix));
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawLowresBilinearRGBA(v_in);
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}
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}
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technique DrawMatrix
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawLowresBilinearMatrix(v_in);
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}
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}
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