#include "shared/hash-functions.hlsl" #include "shared/bias-functions.hlsl" cbuffer Params : register(b0) { float2 Offset; float A; float B; float C; float D; float2 GainAndBias; } cbuffer Params : register(b1) { int TargetWidth; int TargetHeight; } struct vsOutput { float4 position : SV_POSITION; float2 texCoord : TEXCOORD; }; Texture2D ImageA : register(t0); Texture2D ImageB : register(t1); Texture2D Gradient : register(t2); sampler Sampler : register(s0); sampler ClampedSampler : register(s1); sampler CustomSampler : register(s2); static const float2 Center=Offset; static const Texture2D Image=ImageA; static const Texture2D Image2=ImageB; //- DEFINES ------------------------------------ /*{defines}*/ //---------------------------------------------- float Biased(float f){return ApplyGainAndBias(f, GainAndBias);} float4 SampleGradient(float f){return Gradient.SampleLevel(ClampedSampler, float2(f, 0.5), 0);} float4 psMain(vsOutput input) : SV_TARGET { float width, height; ImageA.GetDimensions(width, height); float4 c=float4(1,1,1,1); float2 uv = input.texCoord; int2 TargetSize=int2(TargetWidth,TargetHeight); int2 PixelCoord=int2(round(uv*TargetSize-.25)); { //- METHOD ------------------------------------- /*{method}*/ //---------------------------------------------- } return c; }