Cocoa Port: Do a quick-and-dirty attempt at fixing an issue with some output filters when using Metal display views. (Related to #476.)
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@ -1154,12 +1154,14 @@
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break;
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case OutputFilterTypeID_BicubicBSpline:
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[outputPipelineDesc setVertexFunction:[[sharedData defaultLibrary] newFunctionWithName:@"display_output_bicubic_vertex"]];
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[outputPipelineDesc setFragmentFunction:[[sharedData defaultLibrary] newFunctionWithName:@"output_filter_bicubic_bspline"]];
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//[outputPipelineDesc setVertexFunction:[[sharedData defaultLibrary] newFunctionWithName:@"display_output_bicubic_vertex"]];
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[outputPipelineDesc setVertexFunction:[[sharedData defaultLibrary] newFunctionWithName:@"display_output_vertex"]];
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[outputPipelineDesc setFragmentFunction:[[sharedData defaultLibrary] newFunctionWithName:@"output_filter_bicubic_bspline_fast"]];
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break;
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case OutputFilterTypeID_BicubicMitchell:
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[outputPipelineDesc setVertexFunction:[[sharedData defaultLibrary] newFunctionWithName:@"display_output_bicubic_vertex"]];
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//[outputPipelineDesc setVertexFunction:[[sharedData defaultLibrary] newFunctionWithName:@"display_output_bicubic_vertex"]];
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[outputPipelineDesc setVertexFunction:[[sharedData defaultLibrary] newFunctionWithName:@"display_output_vertex"]];
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[outputPipelineDesc setFragmentFunction:[[sharedData defaultLibrary] newFunctionWithName:@"output_filter_bicubic_mitchell_netravali"]];
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break;
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@ -1169,7 +1171,8 @@
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break;
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case OutputFilterTypeID_Lanczos3:
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[outputPipelineDesc setVertexFunction:[[sharedData defaultLibrary] newFunctionWithName:@"display_output_bicubic_vertex"]];
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//[outputPipelineDesc setVertexFunction:[[sharedData defaultLibrary] newFunctionWithName:@"display_output_bicubic_vertex"]];
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[outputPipelineDesc setVertexFunction:[[sharedData defaultLibrary] newFunctionWithName:@"display_output_vertex"]];
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[outputPipelineDesc setFragmentFunction:[[sharedData defaultLibrary] newFunctionWithName:@"output_filter_lanczos3"]];
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break;
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@ -43,6 +43,27 @@ struct DisplayVtx
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float2 texCoord;
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};
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struct DisplayVtxTex16
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{
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float4 position [[position]];
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float2 texCoord0;
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float2 texCoord1;
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float2 texCoord2;
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float2 texCoord3;
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float2 texCoord4;
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float2 texCoord5;
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float2 texCoord6;
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float2 texCoord7;
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float2 texCoord8;
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float2 texCoord9;
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float2 texCoord10;
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float2 texCoord11;
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float2 texCoord12;
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float2 texCoord13;
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float2 texCoord14;
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float2 texCoord15;
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};
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struct DisplayViewShaderProperties
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{
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float width;
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@ -207,7 +228,7 @@ vertex DisplayVtx display_output_vertex(const device float2 *inPosition [[buffer
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return outVtx;
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}
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vertex DisplayVtx display_output_bicubic_vertex(const device float2 *inPosition [[buffer(0)]],
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vertex DisplayVtxTex16 display_output_bicubic_vertex(const device float2 *inPosition [[buffer(0)]],
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const device float2 *inTexCoord [[buffer(1)]],
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const constant DisplayViewShaderProperties &viewProps [[buffer(2)]],
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const constant uint8_t &doYFlip [[buffer(3)]],
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@ -226,9 +247,30 @@ vertex DisplayVtx display_output_bicubic_vertex(const device float2 *inPosition
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const float2 yFlip = (doYFlip != 0) ? float2(1.0f, -1.0f) : float2(1.0f, 1.0f);
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DisplayVtx outVtx;
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DisplayVtxTex16 outVtx;
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outVtx.position = float4(projection * rotation * scale * inPosition[vid] * yFlip, 0.0f, 1.0f);
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outVtx.texCoord = floor(inTexCoord[vid] - 0.5f) + 0.5f;
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float2 xystart = floor(inTexCoord[vid] - 0.5f) + 0.5f;
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outVtx.texCoord6 = xystart + float2(-1.0,-1.0);
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outVtx.texCoord7 = xystart + float2( 0.0,-1.0);
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outVtx.texCoord8 = xystart + float2( 1.0,-1.0);
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outVtx.texCoord9 = xystart + float2( 2.0,-1.0);
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outVtx.texCoord5 = xystart + float2(-1.0, 0.0);
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outVtx.texCoord0 = xystart + float2( 0.0, 0.0); // Center pixel
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outVtx.texCoord1 = xystart + float2( 1.0, 0.0);
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outVtx.texCoord10 = xystart + float2( 2.0, 0.0);
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outVtx.texCoord4 = xystart + float2(-1.0, 1.0);
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outVtx.texCoord3 = xystart + float2( 0.0, 1.0);
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outVtx.texCoord2 = xystart + float2( 1.0, 1.0);
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outVtx.texCoord11 = xystart + float2( 2.0, 1.0);
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outVtx.texCoord15 = xystart + float2(-1.0, 2.0);
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outVtx.texCoord14 = xystart + float2( 0.0, 2.0);
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outVtx.texCoord13 = xystart + float2( 1.0, 2.0);
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outVtx.texCoord12 = xystart + float2( 2.0, 2.0);
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return outVtx;
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}
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@ -257,11 +299,11 @@ fragment float4 output_filter_bilinear(const DisplayVtx vtx [[stage_in]],
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// 04|05|06|07
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// 08|09|10|11
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// 12|13|14|15
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fragment float4 output_filter_bicubic_bspline(const DisplayVtx vtx [[stage_in]],
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fragment float4 output_filter_bicubic_bspline(const DisplayVtxTex16 vtx [[stage_in]],
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const texture2d<float> tex [[texture(0)]],
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const device float *inBacklightIntensity [[buffer(0)]])
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{
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float2 f = fract(vtx.texCoord);
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float2 f = fract(vtx.texCoord0);
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float4 wx = bicubic_weight_bspline(f.x);
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float4 wy = bicubic_weight_bspline(f.y);
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@ -269,22 +311,48 @@ fragment float4 output_filter_bicubic_bspline(const DisplayVtx vtx [[stage_in]],
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wx /= dot(wx, float4(1.0f));
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wy /= dot(wy, float4(1.0f));
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float4 outFragment = (tex.sample(genSampler, vtx.texCoord, int2(-1,-1)) * wx.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0,-1)) * wx.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1,-1)) * wx.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 2,-1)) * wx.a) * wy.r
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+ (tex.sample(genSampler, vtx.texCoord, int2(-1, 0)) * wx.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0, 0)) * wx.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1, 0)) * wx.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 2, 0)) * wx.a) * wy.g
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+ (tex.sample(genSampler, vtx.texCoord, int2(-1, 1)) * wx.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0, 1)) * wx.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1, 1)) * wx.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 2, 1)) * wx.a) * wy.b
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+ (tex.sample(genSampler, vtx.texCoord, int2(-1, 2)) * wx.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0, 2)) * wx.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1, 2)) * wx.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 2, 2)) * wx.a) * wy.a;
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float4 outFragment = (tex.sample(genSampler, vtx.texCoord6) * wx.r
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+ tex.sample(genSampler, vtx.texCoord7) * wx.g
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+ tex.sample(genSampler, vtx.texCoord8) * wx.b
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+ tex.sample(genSampler, vtx.texCoord9) * wx.a) * wy.r
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+ (tex.sample(genSampler, vtx.texCoord5) * wx.r
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+ tex.sample(genSampler, vtx.texCoord0) * wx.g
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+ tex.sample(genSampler, vtx.texCoord1) * wx.b
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+ tex.sample(genSampler, vtx.texCoord10) * wx.a) * wy.g
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+ (tex.sample(genSampler, vtx.texCoord4) * wx.r
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+ tex.sample(genSampler, vtx.texCoord3) * wx.g
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+ tex.sample(genSampler, vtx.texCoord2) * wx.b
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+ tex.sample(genSampler, vtx.texCoord11) * wx.a) * wy.b
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+ (tex.sample(genSampler, vtx.texCoord15) * wx.r
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+ tex.sample(genSampler, vtx.texCoord14) * wx.g
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+ tex.sample(genSampler, vtx.texCoord13) * wx.b
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+ tex.sample(genSampler, vtx.texCoord12) * wx.a) * wy.a;
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return float4(outFragment.rgb * *inBacklightIntensity, 1.0f);
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}
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fragment float4 output_filter_bicubic_bspline_fast(const DisplayVtx vtx [[stage_in]],
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const texture2d<float> tex [[texture(0)]],
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const device float *inBacklightIntensity [[buffer(0)]])
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{
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float2 texCenterPosition = floor(vtx.texCoord - 0.5f) + 0.5f;
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float2 f = abs(vtx.texCoord - texCenterPosition);
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float2 w0 = ((1.0f-f)*(1.0f-f)*(1.0f-f)) / 6.0f;
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float2 w1 = (4.0f - 6.0f*f*f + 3.0f*f*f*f) / 6.0f;
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float2 w3 = f*f*f / 6.0f;
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float2 w2 = 1.0f - w0 - w1 - w3;
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float2 s0 = w0 + w1;
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float2 s1 = w2 + w3;
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float2 t0 = texCenterPosition - 1.0f + (w1 / s0);
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float2 t1 = texCenterPosition + 1.0f + (w3 / s1);
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float4 outFragment = (tex.sample(genSampler, float2(t0.x, t0.y)) * s0.x +
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tex.sample(genSampler, float2(t1.x, t0.y)) * s1.x) * s0.y +
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(tex.sample(genSampler, float2(t0.x, t1.y)) * s0.x +
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tex.sample(genSampler, float2(t1.x, t1.y)) * s1.x) * s1.y;
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return float4(outFragment.rgb * *inBacklightIntensity, 1.0f);
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}
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@ -298,7 +366,8 @@ fragment float4 output_filter_bicubic_mitchell_netravali(const DisplayVtx vtx [[
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const texture2d<float> tex [[texture(0)]],
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const device float *inBacklightIntensity [[buffer(0)]])
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{
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float2 f = fract(vtx.texCoord);
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float2 texCenterPosition = floor(vtx.texCoord - 0.5f) + 0.5f;
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float2 f = fract(texCenterPosition);
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float4 wx = bicubic_weight_mitchell_netravali(f.x);
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float4 wy = bicubic_weight_mitchell_netravali(f.y);
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@ -306,22 +375,22 @@ fragment float4 output_filter_bicubic_mitchell_netravali(const DisplayVtx vtx [[
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wx /= dot(wx, float4(1.0f));
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wy /= dot(wy, float4(1.0f));
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float4 outFragment = (tex.sample(genSampler, vtx.texCoord, int2(-1,-1)) * wx.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0,-1)) * wx.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1,-1)) * wx.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 2,-1)) * wx.a) * wy.r
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+ (tex.sample(genSampler, vtx.texCoord, int2(-1, 0)) * wx.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0, 0)) * wx.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1, 0)) * wx.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 2, 0)) * wx.a) * wy.g
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+ (tex.sample(genSampler, vtx.texCoord, int2(-1, 1)) * wx.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0, 1)) * wx.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1, 1)) * wx.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 2, 1)) * wx.a) * wy.b
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+ (tex.sample(genSampler, vtx.texCoord, int2(-1, 2)) * wx.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0, 2)) * wx.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1, 2)) * wx.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 2, 2)) * wx.a) * wy.a;
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float4 outFragment = (tex.sample(genSampler, texCenterPosition, int2(-1,-1)) * wx.r
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+ tex.sample(genSampler, texCenterPosition, int2( 0,-1)) * wx.g
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+ tex.sample(genSampler, texCenterPosition, int2( 1,-1)) * wx.b
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+ tex.sample(genSampler, texCenterPosition, int2( 2,-1)) * wx.a) * wy.r
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+ (tex.sample(genSampler, texCenterPosition, int2(-1, 0)) * wx.r
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+ tex.sample(genSampler, texCenterPosition, int2( 0, 0)) * wx.g
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+ tex.sample(genSampler, texCenterPosition, int2( 1, 0)) * wx.b
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+ tex.sample(genSampler, texCenterPosition, int2( 2, 0)) * wx.a) * wy.g
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+ (tex.sample(genSampler, texCenterPosition, int2(-1, 1)) * wx.r
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+ tex.sample(genSampler, texCenterPosition, int2( 0, 1)) * wx.g
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+ tex.sample(genSampler, texCenterPosition, int2( 1, 1)) * wx.b
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+ tex.sample(genSampler, texCenterPosition, int2( 2, 1)) * wx.a) * wy.b
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+ (tex.sample(genSampler, texCenterPosition, int2(-1, 2)) * wx.r
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+ tex.sample(genSampler, texCenterPosition, int2( 0, 2)) * wx.g
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+ tex.sample(genSampler, texCenterPosition, int2( 1, 2)) * wx.b
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+ tex.sample(genSampler, texCenterPosition, int2( 2, 2)) * wx.a) * wy.a;
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return float4(outFragment.rgb * *inBacklightIntensity, 1.0f);
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}
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@ -331,11 +400,11 @@ fragment float4 output_filter_bicubic_mitchell_netravali(const DisplayVtx vtx [[
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// 04|05|06|07
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// 08|09|10|11
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// 12|13|14|15
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fragment float4 output_filter_lanczos2(const DisplayVtx vtx [[stage_in]],
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fragment float4 output_filter_lanczos2(const DisplayVtxTex16 vtx [[stage_in]],
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const texture2d<float> tex [[texture(0)]],
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const device float *inBacklightIntensity [[buffer(0)]])
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{
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const float2 f = fract(vtx.texCoord);
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const float2 f = fract(vtx.texCoord0);
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float4 wx = bicubic_weight_lanczos2(f.x);
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float4 wy = bicubic_weight_lanczos2(f.y);
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@ -343,22 +412,22 @@ fragment float4 output_filter_lanczos2(const DisplayVtx vtx [[stage_in]],
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wx /= dot(wx, float4(1.0f));
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wy /= dot(wy, float4(1.0f));
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const float4 outFragment = (tex.sample(genSampler, vtx.texCoord, int2(-1,-1)) * wx.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0,-1)) * wx.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1,-1)) * wx.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 2,-1)) * wx.a) * wy.r
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+ (tex.sample(genSampler, vtx.texCoord, int2(-1, 0)) * wx.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0, 0)) * wx.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1, 0)) * wx.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 2, 0)) * wx.a) * wy.g
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+ (tex.sample(genSampler, vtx.texCoord, int2(-1, 1)) * wx.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0, 1)) * wx.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1, 1)) * wx.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 2, 1)) * wx.a) * wy.b
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+ (tex.sample(genSampler, vtx.texCoord, int2(-1, 2)) * wx.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0, 2)) * wx.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1, 2)) * wx.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 2, 2)) * wx.a) * wy.a;
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const float4 outFragment = (tex.sample(genSampler, vtx.texCoord6) * wx.r
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+ tex.sample(genSampler, vtx.texCoord7) * wx.g
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+ tex.sample(genSampler, vtx.texCoord8) * wx.b
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+ tex.sample(genSampler, vtx.texCoord9) * wx.a) * wy.r
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+ (tex.sample(genSampler, vtx.texCoord5) * wx.r
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+ tex.sample(genSampler, vtx.texCoord0) * wx.g
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+ tex.sample(genSampler, vtx.texCoord1) * wx.b
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+ tex.sample(genSampler, vtx.texCoord10) * wx.a) * wy.g
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+ (tex.sample(genSampler, vtx.texCoord4) * wx.r
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+ tex.sample(genSampler, vtx.texCoord3) * wx.g
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+ tex.sample(genSampler, vtx.texCoord2) * wx.b
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+ tex.sample(genSampler, vtx.texCoord11) * wx.a) * wy.b
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+ (tex.sample(genSampler, vtx.texCoord15) * wx.r
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+ tex.sample(genSampler, vtx.texCoord14) * wx.g
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+ tex.sample(genSampler, vtx.texCoord13) * wx.b
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+ tex.sample(genSampler, vtx.texCoord12) * wx.a) * wy.a;
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return float4(outFragment.rgb * *inBacklightIntensity, 1.0f);
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}
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@ -374,7 +443,8 @@ fragment float4 output_filter_lanczos3(const DisplayVtx vtx [[stage_in]],
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const texture2d<float> tex [[texture(0)]],
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const device float *inBacklightIntensity [[buffer(0)]])
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{
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const float2 f = fract(vtx.texCoord);
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float2 texCenterPosition = vtx.texCoord - 0.5f;
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const float2 f = fract(texCenterPosition);
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float3 wx1 = bicubic_weight_lanczos3(0.5f - f.x * 0.5f);
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float3 wx2 = bicubic_weight_lanczos3(1.0f - f.x * 0.5f);
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float3 wy1 = bicubic_weight_lanczos3(0.5f - f.y * 0.5f);
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@ -388,42 +458,42 @@ fragment float4 output_filter_lanczos3(const DisplayVtx vtx [[stage_in]],
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wy1 /= sumY;
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wy2 /= sumY;
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const float4 outFragment = (tex.sample(genSampler, vtx.texCoord, int2(-2,-2)) * wx1.r
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+ tex.sample(genSampler, vtx.texCoord, int2(-1,-2)) * wx2.r
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+ tex.sample(genSampler, vtx.texCoord, int2( 0,-2)) * wx1.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 1,-2)) * wx2.g
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+ tex.sample(genSampler, vtx.texCoord, int2( 2,-2)) * wx1.b
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+ tex.sample(genSampler, vtx.texCoord, int2( 3,-2)) * wx2.b) * wy1.r
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+ (tex.sample(genSampler, vtx.texCoord, int2(-2,-1)) * wx1.r
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+ tex.sample(genSampler, vtx.texCoord, int2(-1,-1)) * wx2.r
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 0,-1)) * wx1.g
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 1,-1)) * wx2.g
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 2,-1)) * wx1.b
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 3,-1)) * wx2.b) * wy2.r
|
||||
+ (tex.sample(genSampler, vtx.texCoord, int2(-2, 0)) * wx1.r
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2(-1, 0)) * wx2.r
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 0, 0)) * wx1.g
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 1, 0)) * wx2.g
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 2, 0)) * wx1.b
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 3, 0)) * wx2.b) * wy1.g
|
||||
+ (tex.sample(genSampler, vtx.texCoord, int2(-2, 1)) * wx1.r
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2(-1, 1)) * wx2.r
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 0, 1)) * wx1.g
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 1, 1)) * wx2.g
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 2, 1)) * wx1.b
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 3, 1)) * wx2.b) * wy2.g
|
||||
+ (tex.sample(genSampler, vtx.texCoord, int2(-2, 2)) * wx1.r
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2(-1, 2)) * wx2.r
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 0, 2)) * wx1.g
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 1, 2)) * wx2.g
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 2, 2)) * wx1.b
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 3, 2)) * wx2.b) * wy1.b
|
||||
+ (tex.sample(genSampler, vtx.texCoord, int2(-2, 3)) * wx1.r
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2(-1, 3)) * wx2.r
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 0, 3)) * wx1.g
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 1, 3)) * wx2.g
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 2, 3)) * wx1.b
|
||||
+ tex.sample(genSampler, vtx.texCoord, int2( 3, 3)) * wx2.b) * wy2.b;
|
||||
const float4 outFragment = (tex.sample(genSampler, texCenterPosition, int2(-2,-2)) * wx1.r
|
||||
+ tex.sample(genSampler, texCenterPosition, int2(-1,-2)) * wx2.r
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 0,-2)) * wx1.g
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 1,-2)) * wx2.g
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 2,-2)) * wx1.b
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 3,-2)) * wx2.b) * wy1.r
|
||||
+ (tex.sample(genSampler, texCenterPosition, int2(-2,-1)) * wx1.r
|
||||
+ tex.sample(genSampler, texCenterPosition, int2(-1,-1)) * wx2.r
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 0,-1)) * wx1.g
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 1,-1)) * wx2.g
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 2,-1)) * wx1.b
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 3,-1)) * wx2.b) * wy2.r
|
||||
+ (tex.sample(genSampler, texCenterPosition, int2(-2, 0)) * wx1.r
|
||||
+ tex.sample(genSampler, texCenterPosition, int2(-1, 0)) * wx2.r
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 0, 0)) * wx1.g
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 1, 0)) * wx2.g
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 2, 0)) * wx1.b
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 3, 0)) * wx2.b) * wy1.g
|
||||
+ (tex.sample(genSampler, texCenterPosition, int2(-2, 1)) * wx1.r
|
||||
+ tex.sample(genSampler, texCenterPosition, int2(-1, 1)) * wx2.r
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 0, 1)) * wx1.g
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 1, 1)) * wx2.g
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 2, 1)) * wx1.b
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 3, 1)) * wx2.b) * wy2.g
|
||||
+ (tex.sample(genSampler, texCenterPosition, int2(-2, 2)) * wx1.r
|
||||
+ tex.sample(genSampler, texCenterPosition, int2(-1, 2)) * wx2.r
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 0, 2)) * wx1.g
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 1, 2)) * wx2.g
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 2, 2)) * wx1.b
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 3, 2)) * wx2.b) * wy1.b
|
||||
+ (tex.sample(genSampler, texCenterPosition, int2(-2, 3)) * wx1.r
|
||||
+ tex.sample(genSampler, texCenterPosition, int2(-1, 3)) * wx2.r
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 0, 3)) * wx1.g
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 1, 3)) * wx2.g
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 2, 3)) * wx1.b
|
||||
+ tex.sample(genSampler, texCenterPosition, int2( 3, 3)) * wx2.b) * wy2.b;
|
||||
|
||||
return float4(outFragment.rgb * *inBacklightIntensity, 1.0f);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue