Files
2026-07-13 13:13:17 +08:00

27 lines
657 B
HLSL

// UpsampleAddPS.hlsl
// Samples a lower-resolution texture using full-resolution UVs (bilinear upsample),
// applies intensity, and outputs for additive blending.
cbuffer CompositeParams : register(b0)
{
float2 InvTargetSize;
float2 InvSourceSize;
float4 PassColor;
float PassIntensity;
};
Texture2D LowResTexture : register(t0);
SamplerState LinearSampler : register(s0);
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 psMain(PS_INPUT input) : SV_Target
{
float4 color = LowResTexture.SampleLevel(LinearSampler, input.uv, 0); // Use mip level 0
return color * PassIntensity * PassColor;
}