uniform float4x4 ViewProj; uniform float2 base_dimension_i; uniform texture2d image; struct VertInOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertInOut VSDefault(VertInOut vert_in) { VertInOut vert_out; vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); vert_out.uv = vert_in.uv; return vert_out; } float4 PSDrawAreaRGBA(VertInOut vert_in) : TARGET { float4 totalcolor = float4(0.0, 0.0, 0.0, 0.0); float2 uv = vert_in.uv; float2 uvdelta = float2(ddx(uv.x), ddy(uv.y)); // Handle potential OpenGL flip. uvdelta.y = abs(uvdelta.y); float2 uvhalfdelta = 0.5 * uvdelta; float2 uvmin = uv - uvhalfdelta; float2 uvmax = uv + uvhalfdelta; int2 loadindexmin = int2(uvmin / base_dimension_i); int2 loadindexmax = int2(uvmax / base_dimension_i); float2 targetpos = uv / uvdelta; float2 targetposmin = targetpos - 0.5; float2 targetposmax = targetpos + 0.5; float2 scale = base_dimension_i / uvdelta; for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy) { for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx) { int2 loadindex = int2(loadindexx, loadindexy); float2 potentialtargetmin = float2(loadindex) * scale; float2 potentialtargetmax = potentialtargetmin + scale; float2 targetmin = max(potentialtargetmin, targetposmin); float2 targetmax = min(potentialtargetmax, targetposmax); float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y); float4 sample = image.Load(int3(loadindex, 0)); totalcolor += area * sample; } } return totalcolor; } technique Draw { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawAreaRGBA(vert_in); } }