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/*
* Copyright (C) 2017 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;
float2 g_viewPort;
float m_params[1]; // 0 - range (0 - full, 1 - limited)
SamplerState TextureSampler : IMMUTABLE
{
AddressU = CLAMP;
AddressV = CLAMP;
#ifdef SAMP_NEAREST
Filter = MIN_MAG_MIP_POINT;
#else
Filter = MIN_MAG_MIP_LINEAR;
#endif
};
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 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;
}
float4 OUTPUT_PS(VS_OUTPUT In) : SV_TARGET
{
float4 color = g_Texture.Sample(TextureSampler, In.TextureUV);
[flatten] if (m_params[0])
color = saturate(0.0625 + color * 219.0 / 255.0);
color.a = 1.0;
return color;
}
technique11 OUTPUT_T
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0_level_9_1, OUTPUT_VS()) );
SetPixelShader( CompileShader( ps_4_0_level_9_1, OUTPUT_PS() ) );
}
};
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