186 lines
No EOL
6.2 KiB
HLSL
186 lines
No EOL
6.2 KiB
HLSL
#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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float2 TexelSize; // should be (1f/textureSize.X, 1f/textureSize.Y)
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int BorderSize;
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float R;
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float G;
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float B;
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float2 ImageSize;
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sampler2D SpriteTextureSampler = sampler_state
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{
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Texture = <SpriteTexture>;
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};
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struct VertexShaderOutput
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{
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float4 Color : COLOR0;
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float2 TextureCoordinates : TEXCOORD0;
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};
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float4 MainPS(VertexShaderOutput input) : COLOR
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{
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// float4 color = tex2Dlod(SpriteTextureSampler, float4 (input.TextureCoordinates.x, input.TextureCoordinates.y, 0,0));
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// if (color.a > 0)
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// {
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// return color;
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// }
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// float2 pixelSize.x = float2(pixelSize.x, 0);
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// float2 pixelSize.y = float2( 0, pixelSize.y );
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// for (int i = 1; i < 10; i++)
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// {
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// if (i<=BorderSize)
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// {
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// float4 c1 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates + pixelSize.x*i).x, (input.TextureCoordinates + pixelSize.x*i).y,0,0));
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// float4 c2 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - pixelSize.x*i).x,(input.TextureCoordinates - pixelSize.x*i ).y ,0,0));
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// float4 c3 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates + pixelSize.y*i ).x,(input.TextureCoordinates + pixelSize.y*i ).y ,0,0));
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// float4 c4 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - pixelSize.y*i ).x,(input.TextureCoordinates - pixelSize.y*i ).y ,0,0));
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// float4 d1 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - (pixelSize.x+pixelSize.y)*i ).x,(input.TextureCoordinates - (pixelSize.x+pixelSize.y)*i ).y ,0,0));
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// float4 d2 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates + (pixelSize.x+pixelSize.y)*i).x,(input.TextureCoordinates + (pixelSize.x+pixelSize.y)*i).y ,0,0));
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// float4 d3 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - (pixelSize.x-pixelSize.y)*i ).x,(input.TextureCoordinates - (pixelSize.x-pixelSize.y)*i ).y ,0,0));
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// float4 d4 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - (-pixelSize.x+pixelSize.y)*i).x,(input.TextureCoordinates - (-pixelSize.x+pixelSize.y)*i).y ,0,0));
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// if (color.a != c1.a || color.a != c2.a|| color.a != c3.a|| color.a != c4.a
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// || color.a != d1.a
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// || color.a != d2.a
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// || color.a != d3.a
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// || color.a != d4.a
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// )
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// {
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// color.r=R;
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// color.g=G;
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// color.b=B;
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// color.a=1;
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// }
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// }
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// }
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// return color;
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//float pixelSize.x = float(1/ImageSize.x);
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//float pixelSize.y = float(1/ImageSize.y );
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// ###########################################################################
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// float2 pixelSize = 1/ float2((float) ImageSize.x, (float) ImageSize.y);
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// float4 color = tex2D(SpriteTextureSampler, input.TextureCoordinates);
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// if(color.a==1) {return color;}
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// // float2 offsets[8] = {float2(-1,0), float2(1,0), float2(0,1), float2(0,-1), float2(-1,1), float2(1,1), float2(1,-1), float2(-1,-1)};
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// float2 offsets[8] = {float2(-pixelSize.x,0),
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// float2(pixelSize.x,0),
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// float2(0,pixelSize.y),
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// float2(0,-pixelSize.y),
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// float2(-pixelSize.x,pixelSize.y),
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// float2(pixelSize.x,pixelSize.y),
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// float2(pixelSize.x,-pixelSize.y),
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// float2(-pixelSize.x,-pixelSize.y)};
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// int i, j = 0;
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// while(i < 10)
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// {
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// i++;
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// j=0;
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// while (j < 8)
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// {
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// // float2 curUV = input.TextureCoordinates + ((offsets[j] * pixelSize.x + offsets[j] *pixelSize.y)* i);
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// float curUVx = input.TextureCoordinates.x + offsets[j].x * (float)i;
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// float curUVy = input.TextureCoordinates.y + offsets[j].y * (float)i;
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// float4 offsetsample = tex2Dlod(SpriteTextureSampler, float4(curUVx, curUVy,0,0));
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// if(
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// offsetsample.a==1
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// )
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// {
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// return float4(
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// R,
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// G,
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// B,
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// 1);
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// }
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// j++;
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// }
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// }
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// return color;
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//##############################################################
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int px = (int) input.TextureCoordinates.x*ImageSize.x;
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int py = (int) input.TextureCoordinates.y*ImageSize.y;
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float2 pixel = input.TextureCoordinates*ImageSize;
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float4 color = tex2D(SpriteTextureSampler, input.TextureCoordinates);
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if(color.a==1) {return color;}
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// float2 offsets[8] = {float2(-1,0), float2(1,0), float2(0,1), float2(0,-1), float2(-1,1), float2(1,1), float2(1,-1), float2(-1,-1)};
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float2 offsets[8] = {float2(-1,0),
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float2(1,0),
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float2(0,1),
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float2(0,-1),
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float2(-1,1),
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float2(1,1),
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float2(1,-1),
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float2(-1,-1)};
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int i, j = 0;
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// while(i < 10)
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// {
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// i++;
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// j=0;
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while (j < 8)
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{
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// float2 curUV = input.TextureCoordinates + ((offsets[j] * pixelSize.x + offsets[j] *pixelSize.y)* i);
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float checkpx=(float)px+(float)BorderSize*offsets[j].x;
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float checkpy=(float)py+(float)BorderSize*offsets[j].y;
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float curUVx = input.TextureCoordinates.x + (float)checkpx/(float)ImageSize.x;
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float curUVy = input.TextureCoordinates.y + (float)checkpy/(float)ImageSize.y;
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float4 offsetsample = tex2Dlod(SpriteTextureSampler, float4(curUVx, curUVy,0,0));
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if(
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offsetsample.a==1
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)
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{
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return float4(
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R,
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G,
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B,
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1);
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}
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j++;
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}
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// }
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return color;
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};
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technique SpriteDrawing
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{
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pass P0
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{
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PixelShader = compile PS_SHADERMODEL MainPS();
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}
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}; |