mirror of
https://github.com/joncampbell123/dosbox-x.git
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108 lines
1.9 KiB
HLSL
108 lines
1.9 KiB
HLSL
/*
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Copyright (C) 2003 Ryan A. Nunn
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//
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// 2D Scale Effect File
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//
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// Bilinear
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//
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#include "Scaling.inc"
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// The name of this effect
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string name : NAME = "Bilinear";
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float scaling : SCALING = 1.0;
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//
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// Techniques
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//
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// combineTechnique: Final combine steps. Outputs to destination frame buffer
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string combineTechique : COMBINETECHNIQUE = "Bilinear";
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// preprocessTechnique: PreProcessing steps. Outputs to WorkingTexture
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//string preprocessTechique : PREPROCESSTECHNIQUE = "";
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//
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// Textures and Samplers
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//
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//
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// Texture Gen Shaders
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//
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//
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// Vertex Shader Output
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//
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struct VS_OUTPUT
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{
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float4 Position : POSITION;
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float2 UV : TEXCOORD0;
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};
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//
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// Vertex Shader
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//
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VS_OUTPUT VS(
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float3 Position : POSITION,
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float2 TexCoord : TEXCOORD0)
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{
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VS_OUTPUT Out = (VS_OUTPUT)0;
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Out.Position = mul(float4(Position, 1), WorldViewProjection); // Matrix multipliy
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Out.UV = TexCoord;
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return Out;
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}
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//
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// Pixel Shader
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//
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float4 PS (
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in VS_OUTPUT input
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) : COLOR
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{
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return tex2D(BilinearSourceSampler, input.UV);
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}
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//
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// Technique
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//
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technique Bilinear
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{
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pass P0
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{
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// shaders
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VertexShader = compile vs_1_1 VS();
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PixelShader = compile ps_2_0 PS();
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AlphaBlendEnable = FALSE;
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ColorWriteEnable = RED|GREEN|BLUE|ALPHA;
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SRGBWRITEENABLE = FALSE;
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}
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}
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