/* Copyright (C) 2003 Ryan A. Nunn This program 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 2 of the License, or (at your option) any later version. This program 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, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // // 2D Scale Effect File // // Bilinear // #include "Scaling.inc" // The name of this effect string name : NAME = "Bilinear"; // // Techniques // // combineTechnique: Final combine steps. Outputs to destination frame buffer string combineTechique : COMBINETECHNIQUE = "Bilinear"; // preprocessTechnique: PreProcessing steps. Outputs to WorkingTexture //string preprocessTechique : PREPROCESSTECHNIQUE = ""; // // Textures and Samplers // // // Texture Gen Shaders // // // Vertex Shader Output // struct VS_OUTPUT { float4 Position : POSITION; float2 UV : TEXCOORD0; }; // // Vertex Shader // VS_OUTPUT VS( float3 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; Out.Position = mul(float4(Position, 1), WorldViewProjection); // Matrix multipliy Out.UV = TexCoord; return Out; } // // Pixel Shader // float4 PS ( in VS_OUTPUT input ) : COLOR { return tex2D(BilinearSourceSampler, input.UV); } // // Technique // technique Bilinear { pass P0 { // shaders VertexShader = compile vs_1_1 VS(); PixelShader = compile ps_1_1 PS(); AlphaBlendEnable = FALSE; ColorWriteEnable = RED|GREEN|BLUE|ALPHA; SRGBWRITEENABLE = FALSE; } }