//----------------------------------------------------------------------------- // Deconvergence Effect //----------------------------------------------------------------------------- texture Diffuse; 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; float2 RedCoord : TEXCOORD0; float2 GrnCoord : TEXCOORD1; float2 BluCoord : TEXCOORD2; float2 TexCoord : TEXCOORD3; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float2 RedCoord : TEXCOORD0; float2 GrnCoord : TEXCOORD1; float2 BluCoord : TEXCOORD2; float2 TexCoord : TEXCOORD3; }; //----------------------------------------------------------------------------- // Deconvergence Vertex Shader //----------------------------------------------------------------------------- uniform float RedConvergeX; uniform float RedConvergeY; uniform float GrnConvergeX; uniform float GrnConvergeY; uniform float BluConvergeX; uniform float BluConvergeY; uniform float TargetWidth; uniform float TargetHeight; uniform float RawWidth; uniform float RawHeight; uniform float WidthRatio; uniform float HeightRatio; uniform float RedRadialConvergeX; uniform float RedRadialConvergeY; uniform float GrnRadialConvergeX; uniform float GrnRadialConvergeY; uniform float BluRadialConvergeX; uniform float BluRadialConvergeY; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; float2 TargetRawRatio = float2(TargetWidth / RawWidth, TargetWidth / RawWidth); float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight); float2 Ratios = float2(1.0f / WidthRatio, 1.0f / HeightRatio); Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.x /= TargetWidth; Output.Position.y /= TargetHeight; Output.Position.y = 1.0f - Output.Position.y; Output.Position.x -= 0.5f; Output.Position.y -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; float2 TexCoord = Input.TexCoord; Output.RedCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RedRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + RedConvergeX * invDims.x; Output.GrnCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + GrnRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x; Output.BluCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + BluRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + BluConvergeX * invDims.x; Output.RedCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RedRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + RedConvergeY * invDims.y; Output.GrnCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + GrnRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + GrnConvergeY * invDims.y; Output.BluCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + BluRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y; Output.TexCoord = TexCoord; return Output; } //----------------------------------------------------------------------------- // Deconvergence Pixel Shader //----------------------------------------------------------------------------- float4 ps_main(PS_INPUT Input) : COLOR { float2 MagnetOffset = float2(32.0f / RawWidth, 32.0f / RawHeight); float2 MagnetCenter = float2(0.9f / WidthRatio, 0.9f / HeightRatio); float MagnetDistance = length((MagnetCenter - Input.TexCoord) * float2(WidthRatio, HeightRatio)); float Deconverge = 1.0f - MagnetDistance / MagnetCenter; Deconverge = 1.0f;//clamp(Deconverge, 0.0f, 1.0f); float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a; float2 RawDims = float2(RawWidth, RawHeight); float2 TexCoord = Input.TexCoord * RawDims; float2 RedCoord = Input.RedCoord * RawDims; float2 GrnCoord = Input.GrnCoord * RawDims; float2 BluCoord = Input.BluCoord * RawDims; TexCoord.y = TexCoord.y - frac(TexCoord.y); RedCoord.y = RedCoord.y - frac(RedCoord.y); GrnCoord.y = GrnCoord.y - frac(GrnCoord.y); BluCoord.y = BluCoord.y - frac(BluCoord.y); float RedTexel = tex2D(DiffuseSampler, lerp(TexCoord, RedCoord, Deconverge) / RawDims + 0.5f / RawDims).r; float GrnTexel = tex2D(DiffuseSampler, lerp(TexCoord, GrnCoord, Deconverge) / RawDims + 0.5f / RawDims).g; float BluTexel = tex2D(DiffuseSampler, lerp(TexCoord, BluCoord, Deconverge) / RawDims + 0.5f / RawDims).b; //RedTexel *= Input.RedCoord.x < (1.0f / TargetWidth) ? 0.0f : 1.0f; //RedTexel *= Input.RedCoord.y < (1.0f / TargetHeight) ? 0.0f : 1.0f; //RedTexel *= Input.RedCoord.x > (1.0f / WidthRatio) ? 0.0f : 1.0f; //RedTexel *= Input.RedCoord.y > (1.0f / HeightRatio) ? 0.0f : 1.0f; //GrnTexel *= Input.GrnCoord.x < (1.0f / TargetWidth) ? 0.0f : 1.0f; //GrnTexel *= Input.GrnCoord.y < (1.0f / TargetHeight) ? 0.0f : 1.0f; //GrnTexel *= Input.GrnCoord.x > (1.0f / WidthRatio) ? 0.0f : 1.0f; //GrnTexel *= Input.GrnCoord.y > (1.0f / HeightRatio) ? 0.0f : 1.0f; //BluTexel *= Input.BluCoord.x < (1.0f / TargetWidth) ? 0.0f : 1.0f; //BluTexel *= Input.BluCoord.y < (1.0f / TargetHeight) ? 0.0f : 1.0f; //BluTexel *= Input.BluCoord.x > (1.0f / WidthRatio) ? 0.0f : 1.0f; //BluTexel *= Input.BluCoord.y > (1.0f / HeightRatio) ? 0.0f : 1.0f; return float4(RedTexel, GrnTexel, BluTexel, Alpha); } //----------------------------------------------------------------------------- // Deconvergence Effect //----------------------------------------------------------------------------- technique DeconvergeTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }