blob: 6ff6150854f332bce41c3911c2f8c72790f48e63 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
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() )
|