Files
dosbox-x/contrib/shaders/bilinear.fx
rderooy 7a481e51ec Move shaders to contrib/shaders
And update references. I hope this does not break the windows build.
2020-09-09 11:12:30 +02:00

108 lines
1.9 KiB
HLSL

/*
Copyright (C) 2003 Ryan A. Nunn
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
of the License, 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 this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//
// 2D Scale Effect File
//
// Bilinear
//
#include "Scaling.inc"
// The name of this effect
string name : NAME = "Bilinear";
float scaling : SCALING = 1.0;
//
// Techniques
//
// combineTechnique: Final combine steps. Outputs to destination frame buffer
string combineTechique : COMBINETECHNIQUE = "Bilinear";
// preprocessTechnique: PreProcessing steps. Outputs to WorkingTexture
//string preprocessTechique : PREPROCESSTECHNIQUE = "";
//
// Textures and Samplers
//
//
// Texture Gen Shaders
//
//
// Vertex Shader Output
//
struct VS_OUTPUT
{
float4 Position : POSITION;
float2 UV : TEXCOORD0;
};
//
// Vertex Shader
//
VS_OUTPUT VS(
float3 Position : POSITION,
float2 TexCoord : TEXCOORD0)
{
VS_OUTPUT Out = (VS_OUTPUT)0;
Out.Position = mul(float4(Position, 1), WorldViewProjection); // Matrix multipliy
Out.UV = TexCoord;
return Out;
}
//
// Pixel Shader
//
float4 PS (
in VS_OUTPUT input
) : COLOR
{
return tex2D(BilinearSourceSampler, input.UV);
}
//
// Technique
//
technique Bilinear
{
pass P0
{
// shaders
VertexShader = compile vs_1_1 VS();
PixelShader = compile ps_2_0 PS();
AlphaBlendEnable = FALSE;
ColorWriteEnable = RED|GREEN|BLUE|ALPHA;
SRGBWRITEENABLE = FALSE;
}
}