mirror of
https://github.com/Phantop/LADXHD.git
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43 lines
1.2 KiB
HLSL
43 lines
1.2 KiB
HLSL
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#if OPENGL
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#define SV_POSITION POSITION
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#define VS_SHADERMODEL vs_3_0
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#define PS_SHADERMODEL ps_3_0
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#else
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#define VS_SHADERMODEL vs_4_0_level_9_1
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#define PS_SHADERMODEL ps_4_0_level_9_1
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#endif
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sampler s0;
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float pixelY;
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float mult0 = 0.25;
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float mult1 = 0.125;
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float mult2 = 0.075;
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// float mult0 = 0.45;
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// float mult1 = 0.25;
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// float mult2 = 0.075;
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float4 PixelShaderFunction(float4 pos : SV_Position, float4 color1 : COLOR0, float2 coords : TEXCOORD0) : COLOR0
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{
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float valMax = tex2D(s0, float2(coords.x, coords.y)).a;
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valMax = max(tex2D(s0, float2(coords.x, coords.y - pixelY * 1)).a * mult0, valMax);
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valMax = max(tex2D(s0, float2(coords.x, coords.y - pixelY * 2)).a * mult1, valMax);
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valMax = max(tex2D(s0, float2(coords.x, coords.y - pixelY * 3)).a * mult2, valMax);
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valMax = max(tex2D(s0, float2(coords.x, coords.y + pixelY * 1)).a * mult0, valMax);
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valMax = max(tex2D(s0, float2(coords.x, coords.y + pixelY * 2)).a * mult1, valMax);
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valMax = max(tex2D(s0, float2(coords.x, coords.y + pixelY * 3)).a * mult2, valMax);
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return float4(0, 0, 0, valMax);
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}
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technique Technique1
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{
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pass Pass1
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{
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PixelShader = compile PS_SHADERMODEL PixelShaderFunction();
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}
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}
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