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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