Created
April 21, 2015 21:05
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float4x4 MatrixTransform | |
: register(vs, c0) | |
: register(ps, c0); | |
texture2D Texture; | |
sampler TextureSampler | |
: register(s0) = sampler_state { Texture = (Texture); }; | |
const float invSqrtTwo = 0.70710678118654752440084436210485; | |
float2 XUnit; | |
float2 YUnit; | |
float FadeSpeed; | |
float cmax(float4 color){ | |
return max(max(color.r, color.g), color.b); | |
} | |
void AnalysisVS( | |
inout float4 blend : COLOR0, | |
inout float2 texCoord : TEXCOORD0, | |
inout float4 position : SV_Position) | |
{ | |
position = mul(position, MatrixTransform); | |
} | |
float4 AnalysisPS( | |
in float4 blend : COLOR0, | |
in float2 texCoord : TEXCOORD0) : SV_Target0 | |
{ | |
float4 tl = tex2D(TextureSampler, texCoord - YUnit - XUnit); // top left | |
float4 tc = tex2D(TextureSampler, texCoord - YUnit); // top center | |
float4 tr = tex2D(TextureSampler, texCoord - YUnit + XUnit); // top right | |
float4 ml = tex2D(TextureSampler, texCoord - XUnit); // middle left | |
float4 mc = tex2D(TextureSampler, texCoord); // middle center | |
float4 mr = tex2D(TextureSampler, texCoord + XUnit); // middle right | |
float4 bl = tex2D(TextureSampler, texCoord + YUnit - XUnit); // bottom left | |
float4 bc = tex2D(TextureSampler, texCoord + YUnit); // bottom center | |
float4 br = tex2D(TextureSampler, texCoord + YUnit + XUnit); // bottom right | |
float x = (cmax(tl) * invSqrtTwo + cmax(ml) + cmax(bl) * invSqrtTwo) - (cmax(tr) * invSqrtTwo + cmax(mr) + cmax(br) * invSqrtTwo); | |
float y = (cmax(tl) * invSqrtTwo + cmax(tc) + cmax(tr) * invSqrtTwo) - (cmax(bl) * invSqrtTwo + cmax(bc) + cmax(br) * invSqrtTwo); | |
float p = cmax(mc); | |
// the destination of the pixel we're looking at | |
float2 dest = texCoord;// float2(texCoord.x * XUnit.x, texCoord.y * YUnit.y); | |
// the offset from the destination back to the source | |
float2 vect = float2(x, y); | |
normalize(vect); | |
vect.x *= -(1.00 / ((0.001 * FadeSpeed))) * (1 - p); | |
vect.y *= -(1.00 / ((0.001 * FadeSpeed))) * (1 - p); | |
// the height is just a magic value that is approximated in a linear way | |
float height = p / invSqrtTwo; | |
// the source is the approximated light source fo the destination, made from the vector, destination and height | |
float3 src = float3(dest.x + vect.x, dest.y + vect.y, height); | |
return float4(src.x * p, src.y * p, src.z * p, 1.00); | |
} | |
technique Analysis | |
{ | |
pass | |
{ | |
VertexShader = compile vs_3_0 AnalysisVS(); | |
PixelShader = compile ps_3_0 AnalysisPS(); | |
} | |
} |
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