// $MinimumShaderProfile: ps_4_0 /* * (C) 2003-2006 Gabest * (C) 2006-2013 see Authors.txt * * This file is part of MPC-HC. * * MPC-HC is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 3 of the License, or * (at your option) any later version. * * MPC-HC is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ Texture2D tex : register(t0); SamplerState samp : register(s0); cbuffer PS_CONSTANTS : register(b0) { float px; float py; float2 wh; uint counter; float clock; }; #define val0 (1.0) #define val1 (0.125) #define effect_width (0.1) float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { float dx = 0.0f; float dy = 0.0f; float fTap = effect_width; float4 cAccum = tex.Sample(samp, coord) * val0; for (int iDx = 0; iDx < 16; ++iDx) { dx = fTap * px; dy = fTap * py; cAccum += tex.Sample(samp, coord + float2(-dx, -dy)) * val1; cAccum += tex.Sample(samp, coord + float2( 0, -dy)) * val1; cAccum += tex.Sample(samp, coord + float2(-dx, 0)) * val1; cAccum += tex.Sample(samp, coord + float2( dx, 0)) * val1; cAccum += tex.Sample(samp, coord + float2( 0, dy)) * val1; cAccum += tex.Sample(samp, coord + float2( dx, dy)) * val1; cAccum += tex.Sample(samp, coord + float2(-dx, +dy)) * val1; cAccum += tex.Sample(samp, coord + float2(+dx, -dy)) * val1; fTap += 0.1f; } return (cAccum / 16.0f); }