// license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // Effect File Variables //----------------------------------------------------------------------------- texture DiffuseTexture; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float4 TexCoord01 : TEXCOORD0; float4 TexCoord23 : TEXCOORD1; }; struct VS_INPUT { float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float4 TexCoord01 : TEXCOORD0; float4 TexCoord23 : TEXCOORD1; }; //----------------------------------------------------------------------------- // Downsample Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 TargetSize; uniform float2 Prescale = float2(8.0f, 8.0f); uniform float BloomRescale; uniform bool PrepareVector = false; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; float2 TargetTexelSize = 1.0f / TargetSize; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; Output.Position.xy -= 0.5f; Output.Position.xy *= 2.0f; Output.Color = Input.Color; float2 TexCoord = Input.Position.xy / ScreenDims; // Vector graphics is not prescaled it has the size of the screen if (PrepareVector) { Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize; Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize; Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize; Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize; } else { Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize * Prescale; Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize * Prescale; Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize * Prescale; Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize * Prescale; } return Output; } //----------------------------------------------------------------------------- // Downsample Pixel Shader //----------------------------------------------------------------------------- float4 ps_main(PS_INPUT Input) : COLOR { float4 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy); float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw); float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy); float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw); float4 outTexel = (texel0 + texel1 + texel2 + texel3) / 4.0 * BloomRescale; return float4(outTexel.rgb, 1.0f); } //----------------------------------------------------------------------------- // Downsample Effect //----------------------------------------------------------------------------- technique TestTechnique { pass Pass0 { Lighting = FALSE; Sampler[0] = ; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }