📄 sharpenblit.nvp
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/************************************************************************
SharpenBlit.nvp
This pixel shader sharpens an input texture. It explicitly encodes the
following filter kernel in code:
-1
4
-1 -1
The pixel shader assumes the same texture is sampled with appropriate
offsets at all four texture units. Texture t0 represents the center
value; we thus compute
r0 = 4*t0 - t1 - t2 - t3
To avoid overflows the computation is reordered as:
r0 = t0 - t1 + t0 - t2 + t0 - t3 + t0
Copyright (C) 1999, 2000 NVIDIA Corporation
*************************************************************************/
; Declare pixel shader version
ps.1.1
; sample all 4 texture stages
tex t0 // this is the center sample
tex t1
tex t2
tex t3
; compute r0 = t0 - t1 + t0 - t2 + t0 - t3 + t0
mov r0, t0
sub r0, r0, t1
add r0, r0, t0
sub r0, r0, t2
add r0, r0, t0
sub r0, r0, t3
add_sat r0, r0, t0
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