122 lines
3.4 KiB
Plaintext
122 lines
3.4 KiB
Plaintext
uniform float4x4 ViewProj;
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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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uniform texture2d image;
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struct VertInOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertInOut VSDefault(VertInOut vert_in)
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{
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VertInOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vert_in.uv;
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return vert_out;
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}
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float4 PSDrawAreaRGBA(VertInOut vert_in) : TARGET
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{
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float4 totalcolor = float4(0.0, 0.0, 0.0, 0.0);
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float2 uv = vert_in.uv;
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float2 uvdelta = float2(ddx(uv.x), ddy(uv.y));
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// Handle potential OpenGL flip.
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uvdelta.y = abs(uvdelta.y);
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float2 uvhalfdelta = 0.5 * uvdelta;
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float2 uvmin = uv - uvhalfdelta;
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float2 uvmax = uv + uvhalfdelta;
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int2 loadindexmin = int2(uvmin / base_dimension_i);
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int2 loadindexmax = int2(uvmax / base_dimension_i);
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float2 targetpos = uv / uvdelta;
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float2 targetposmin = targetpos - 0.5;
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float2 targetposmax = targetpos + 0.5;
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float2 scale = base_dimension_i / uvdelta;
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for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy)
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{
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for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx)
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{
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int2 loadindex = int2(loadindexx, loadindexy);
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float2 potentialtargetmin = float2(loadindex) * scale;
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float2 potentialtargetmax = potentialtargetmin + scale;
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float2 targetmin = max(potentialtargetmin, targetposmin);
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float2 targetmax = min(potentialtargetmax, targetposmax);
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float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y);
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float4 sample = image.Load(int3(loadindex, 0));
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totalcolor += area * float4(sample.rgb * sample.a, sample.a);
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}
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}
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return float4(totalcolor.rgb / totalcolor.a, totalcolor.a);
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}
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float3 ConvertFromYuv(float3 yuv)
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{
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yuv = clamp(yuv, color_range_min, color_range_max);
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return saturate(mul(float4(yuv, 1.0), color_matrix)).rgb;
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}
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float4 PSDrawAreaMatrix(VertInOut vert_in) : TARGET
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{
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float3 totalcolor = float3(0.0, 0.0, 0.0);
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float2 uv = vert_in.uv;
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float2 uvdelta = float2(ddx(uv.x), ddy(uv.y));
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// Handle potential OpenGL flip.
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uvdelta.y = abs(uvdelta.y);
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float2 uvhalfdelta = 0.5 * uvdelta;
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float2 uvmin = uv - uvhalfdelta;
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float2 uvmax = uv + uvhalfdelta;
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int2 loadindexmin = int2(uvmin / base_dimension_i);
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int2 loadindexmax = int2(uvmax / base_dimension_i);
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float2 targetpos = uv / uvdelta;
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float2 targetposmin = targetpos - 0.5;
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float2 targetposmax = targetpos + 0.5;
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float2 scale = base_dimension_i / uvdelta;
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for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy)
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{
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for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx)
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{
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int2 loadindex = int2(loadindexx, loadindexy);
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float2 potentialtargetmin = float2(loadindex) * scale;
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float2 potentialtargetmax = potentialtargetmin + scale;
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float2 targetmin = max(potentialtargetmin, targetposmin);
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float2 targetmax = min(potentialtargetmax, targetposmax);
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float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y);
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float3 yuv = image.Load(int3(loadindex, 0)).xyz;
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totalcolor += area * ConvertFromYuv(yuv);
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}
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}
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return float4(totalcolor, 1.0);
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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(vert_in);
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pixel_shader = PSDrawAreaRGBA(vert_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(vert_in);
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pixel_shader = PSDrawAreaMatrix(vert_in);
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}
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}
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