// $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; }; float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { // Pixels definition: original, blurred float4 orig; float4 blurred; // Get neighbor points // [ 1, 2, 3 ] // [ 4, orig, 5 ] // [ 6, 7, 8 ] orig = tex.Sample(samp, coord); float4 c1 = tex.Sample(samp, coord + float2(-px, -py)); float4 c2 = tex.Sample(samp, coord + float2( 0, -py)); float4 c3 = tex.Sample(samp, coord + float2( px, -py)); float4 c4 = tex.Sample(samp, coord + float2(-px, 0)); float4 c5 = tex.Sample(samp, coord + float2( px, 0)); float4 c6 = tex.Sample(samp, coord + float2(-px, py)); float4 c7 = tex.Sample(samp, coord + float2( 0, py)); float4 c8 = tex.Sample(samp, coord + float2( px, py)); // Computation of the blurred image (gaussian filter) // to normalize the values, we need to divide by the coeff sum // 1/(1+2+1+2+4+2+1+2+1) = 1/16 = 0.0625 blurred = (c1 + c3 + c6 + c8 + 2 * (c2 + c4 + c5 + c7) + 4 * orig) * 0.0625; return blurred; }