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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-10 18:07:22 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-10 18:07:22 +0000 |
commit | c04dcc2e7d834218ef2d4194331e383402495ae1 (patch) | |
tree | 7333e38d10d75386e60f336b80c2443c1166031d /system/shaders/convolution_d3d.fx | |
parent | Initial commit. (diff) | |
download | kodi-c04dcc2e7d834218ef2d4194331e383402495ae1.tar.xz kodi-c04dcc2e7d834218ef2d4194331e383402495ae1.zip |
Adding upstream version 2:20.4+dfsg.upstream/2%20.4+dfsg
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'system/shaders/convolution_d3d.fx')
-rw-r--r-- | system/shaders/convolution_d3d.fx | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/system/shaders/convolution_d3d.fx b/system/shaders/convolution_d3d.fx new file mode 100644 index 0000000..6ff6150 --- /dev/null +++ b/system/shaders/convolution_d3d.fx @@ -0,0 +1,61 @@ +/* + * Copyright (C) 2005-2015 Team XBMC + * http://xbmc.org + * + * This Program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This Program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with XBMC; see the file COPYING. If not, see + * <http://www.gnu.org/licenses/>. + * + */ + +texture2D g_Texture; +texture2D g_KernelTexture; +float4 g_StepXY; +float2 g_viewPort; +float2 g_colorRange; + +SamplerState KernelSampler : IMMUTABLE +{ + AddressU = CLAMP; + AddressV = CLAMP; + Filter = MIN_MAG_MIP_LINEAR; +}; + +struct VS_INPUT +{ + float4 Position : POSITION; + float2 TextureUV : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float2 TextureUV : TEXCOORD0; + float4 Position : SV_POSITION; +}; + +// +// VS for rendering in screen space +// +VS_OUTPUT VS(VS_INPUT In) +{ + VS_OUTPUT output = (VS_OUTPUT)0; + output.Position.x = (In.Position.x / (g_viewPort.x / 2.0)) - 1; + output.Position.y = -(In.Position.y / (g_viewPort.y / 2.0)) + 1; + output.Position.z = output.Position.z; + output.Position.w = 1.0; + output.TextureUV = In.TextureUV; + + return output; +} + +#define VS_SHADER CompileShader( vs_4_0_level_9_1, VS() ) |