| 1234567891011121314151617181920212223242526272829303132333435363738 |
- #include "$ENGINE$\PPBase.bslinc"
- technique PPDownsample
- {
- mixin PPBase;
- code
- {
- [internal]
- cbuffer Input
- {
- float2 gInvTexSize;
- }
-
- SamplerState gInputSamp;
- Texture2D gInputTex;
- float4 fsmain(VStoFS input) : SV_Target0
- {
- float2 UV[4];
- // Blur using a 4x4 kernel. It's assumed current position is right in the middle of a 2x2 kernel (because the output
- // texture should be 1/2 the size of the output texture), and moving by one in each direction will sample areas
- // between a 2x2 kernel as well if bilinear filtering is enabled.
- UV[0] = input.uv0 + gInvTexSize * float2(-1, -1);
- UV[1] = input.uv0 + gInvTexSize * float2( 1, -1);
- UV[2] = input.uv0 + gInvTexSize * float2(-1, 1);
- UV[3] = input.uv0 + gInvTexSize * float2( 1, 1);
- float4 samples[4];
- for(uint i = 0; i < 4; i++)
- samples[i] = gInputTex.Sample(gInputSamp, UV[i]);
- return (samples[0] + samples[1] + samples[2] + samples[3]) * 0.25f;
- }
- };
- };
|