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Diffstat (limited to 'system/shaders/guishader_common.hlsl')
-rw-r--r-- | system/shaders/guishader_common.hlsl | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/system/shaders/guishader_common.hlsl b/system/shaders/guishader_common.hlsl new file mode 100644 index 0000000000..c912201364 --- /dev/null +++ b/system/shaders/guishader_common.hlsl @@ -0,0 +1,73 @@ +/* + * Copyright (C) 2005-2015 Team Kodi + * http://kodi.tv + * + * 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/>. + * + */ + +struct VS_INPUT +{ + float4 pos : POSITION; + float4 color: COLOR0; + float2 tex : TEXCOORD0; + float2 tex2 : TEXCOORD1; +}; + +struct PS_INPUT +{ + float4 pos : SV_POSITION; + float4 color: COLOR0; + float2 tex : TEXCOORD0; + float2 tex2 : TEXCOORD1; +}; + +SamplerState LinearSampler : register(s0) +{ + Filter = MIN_MAG_MIP_LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + Comparison = NEVER; +}; + +#define STEREO_LEFT_EYE_INDEX 0 +#define STEREO_RIGHT_EYE_INDEX 1 + +#ifdef STEREO_MODE_SHADER + +inline float4 StereoInterlaced(PS_INPUT input, int eye) +{ + uint pixelY = abs(trunc(input.tex.y * g_viewPortHeigh)); + uint odd = pixelY % 2; + + if ((odd == 0 && !eye) || (odd != 0 && eye)) + return float4(texView.Sample(LinearSampler, input.tex).rgb, 1.0); + else + return float4(0.0, 0.0, 0.0, 0.0); +} + +inline float4 StereoCheckerboard(PS_INPUT input, int eye) +{ + uint pixelX = abs(trunc(input.tex.x * g_viewPortWidth)); + uint pixelY = abs(trunc(input.tex.y * g_viewPortHeigh)); + uint odd = (pixelX + pixelY) % 2; + + if ((odd == 0 && !eye) || (odd != 0 && eye)) + return float4(texView.Sample(LinearSampler, input.tex).rgb, 1.0); + else + return float4(0.0, 0.0, 0.0, 0.0); +} + +#endif
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