[916] | 1 | uniform int column[15] = {0,2,3,5,7,0,2,4,5,7,0,2,4,5,7};
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| 2 |
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| 3 |
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| 4 |
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| 5 |
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| 6 | const int phaseR = 0, phaseG = 1, phaseB = 2;
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| 7 |
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| 8 | struct VS_QUAD
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| 9 | {
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| 10 | float4 Position : POSITION;
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| 11 | float2 UV : TEXCOORD0;
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| 12 | };
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| 13 |
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| 14 |
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| 15 | int eye_pixelpattern(float2 scrcoord, int renderPhase)
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| 16 | {
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| 17 | float i = floor(frac(scrcoord.x / 5) * 5);
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| 18 | int cureye;
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| 19 | if(renderPhase == phaseR){
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| 20 | float r = floor(frac((0 + i*5) / 8) * 8); // (0 + i*5) modulo 8
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| 21 | r = floor(frac((r + scrcoord.y)/8)*8);
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| 22 | cureye = (int)r;
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| 23 | }
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| 24 | if(renderPhase == phaseG){
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| 25 | float g = floor(frac((2 + i*5) / 8) * 8); // (2 + i*5) modulo 8
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| 26 | g = g-1;
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| 27 | g = floor(frac((g + scrcoord.y)/8)*8);
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| 28 | cureye = (int)g;
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| 29 | }
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| 30 | if(renderPhase == phaseB){
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| 31 | float b = floor(frac((3 + i*5) / 8) * 8); // (3 + i*5) modulo 8
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| 32 | b = floor(frac((b + scrcoord.y)/8)*8);
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| 33 | cureye = (int)b;
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| 34 | }
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| 35 | return cureye;
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| 36 | }
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| 37 |
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| 38 | float4 X3DPS(float2 UV : TEXCOORD0,
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| 39 | uniform sampler2D tex3Sampler : register(s0),
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| 40 | uniform float width, //window width
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| 41 | uniform float height)//window height
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| 42 | : COLOR0
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| 43 | {
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| 44 | const int SAMPLE_ROWS = 4;
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| 45 | const int SAMPLE_COLS = 2;
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| 46 |
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| 47 | float2 WPOS = float2(UV.x * width, UV.y * height);
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| 48 |
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| 49 | int cureyeRed = eye_pixelpattern(WPOS, phaseR);
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| 50 | int cureyeGreen = eye_pixelpattern(WPOS, phaseG);
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| 51 | int cureyeBlue = eye_pixelpattern(WPOS, phaseB);
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| 52 |
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| 53 | float4 col = 0;
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| 54 | float2 M = float2(0.5, 0.25);
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| 55 |
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| 56 | float colR = floor(fmod(cureyeRed , SAMPLE_COLS));
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| 57 | float rowR = floor(fmod(floor(cureyeRed / SAMPLE_COLS) , SAMPLE_ROWS));
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| 58 |
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| 59 | float colG = floor(fmod(cureyeGreen , SAMPLE_COLS));
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| 60 | float rowG = floor(fmod(floor(cureyeGreen / SAMPLE_COLS) , SAMPLE_ROWS));
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| 61 |
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| 62 | float colB = floor(fmod(cureyeBlue , SAMPLE_COLS));
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| 63 | float rowB = floor(fmod(floor(cureyeBlue / SAMPLE_COLS) , SAMPLE_ROWS));
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| 64 |
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| 65 | col.r = tex2D(tex3Sampler, M * (UV + float2(colR, rowR))).r;
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| 66 | col.g = tex2D(tex3Sampler, M * (UV + float2(colG, rowG))).g;
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| 67 | col.b = tex2D(tex3Sampler, M * (UV + float2(colB, rowB))).b;
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| 68 |
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| 69 | return col;
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| 70 | }
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| 71 |
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| 72 |
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| 73 |
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