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

84 lines
1.9 KiB
HLSL

cbuffer ParamConstants : register(b0)
{
float2 Offset;
float2 Stretch;
float Scale; // 4
float Rotation; // 5
float RepeatMode; // 6
}
cbuffer IntParams : register(b2)
{
int2 OrgResolution;
int2 TargetResolution;
}
// cbuffer Resolution : register(b1)
// {
// float TargetWidth;
// float TargetHeight;
// }
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
Texture2D<float4> ImageA : register(t0);
sampler texSampler : register(s0);
float mod(float x, float y)
{
return (x - y * floor(x / y));
}
float2 mod(float2 x, float2 y)
{
return (x - y * floor(x / y));
}
float4 psMain(vsOutput psInput) : SV_TARGET
{
float height, width;
ImageA.GetDimensions(height, width);
float2 aspect2 = width / height;
float2 uv = psInput.texCoord;
float sourceAspectRatio = (float)OrgResolution.x / (float)OrgResolution.y;
float2 divisions = float2(sourceAspectRatio / Stretch.x, 1 / Stretch.y) / Scale;
float2 p = psInput.texCoord;
float2 offset = Offset * float2(-1, 1); // translation on X will match the user's movement
p += offset;
p -= 0.5;
// Rotate
float imageRotationRad = (-Rotation - 90) / 180 * 3.141578;
float sina = sin(-imageRotationRad - 3.141578 / 2);
float cosa = cos(-imageRotationRad - 3.141578 / 2);
p.x *= sourceAspectRatio;
p = float2(
cosa * p.x - sina * p.y,
cosa * p.y + sina * p.x);
p.x *= aspect2 / sourceAspectRatio;
p *= divisions;
// float2 samplePos = (RepeatMode > 3.5) ? p
// : p + 0.5;
// float2 rescale = float2((float)OrgResolution.x / (float)TargetResolution.x, //
// (float)OrgResolution.y / (float)TargetResolution.y);
float2 samplePos = (p + 0.5);
float4 imgColorForCel = ImageA.Sample(texSampler, samplePos);
return imgColorForCel;
}