73 lines
1.5 KiB
HLSL
73 lines
1.5 KiB
HLSL
cbuffer ParamConstants : register(b0)
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{
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float2 Offset;
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float2 Stretch;
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float Scale; // 4
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float Rotation; // 5
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//float RepeatMode; // 6
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}
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cbuffer Resolution : register(b1)
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{
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float TargetWidth;
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float TargetHeight;
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}
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struct vsOutput
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{
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float4 position : SV_POSITION;
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float2 texCoord : TEXCOORD;
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};
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Texture2D<float4> ImageA : register(t0);
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sampler texSampler : register(s0);
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/* float mod(float x, float y)
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{
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return (x - y * floor(x / y));
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}
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float2 mod(float2 x, float2 y)
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{
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return (x - y * floor(x / y));
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} */
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float4 psMain(vsOutput psInput) : SV_TARGET
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{
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float height, width;
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ImageA.GetDimensions(height, width);
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float2 aspect2 = width / height;
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float2 uv = psInput.texCoord;
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float sourceAspectRatio = TargetWidth / TargetHeight;
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float2 divisions = float2(sourceAspectRatio / Stretch.x, 1 / Stretch.y) / Scale;
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float2 p = psInput.texCoord;
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p += Offset;
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p -= 0.5;
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// Rotate
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float imageRotationRad = (-Rotation - 90) / 180 * 3.141578;
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float sina = sin(-imageRotationRad - 3.141578 / 2);
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float cosa = cos(-imageRotationRad - 3.141578 / 2);
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p.x *= sourceAspectRatio;
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p = float2(
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cosa * p.x - sina * p.y,
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cosa * p.y + sina * p.x);
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p.x *= aspect2 / sourceAspectRatio;
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p *= divisions;
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// float2 samplePos = (RepeatMode > 0.5) ? abs(mod(p - 0.5, 2) - 1)
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// : p + 0.5;
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float2 samplePos = p + 0.5;
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float4 imgColorForCel = ImageA.Sample(texSampler, samplePos);
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return imgColorForCel;
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} |