// This code contains NVIDIA Confidential Information and is disclosed // under the Mutual Non-Disclosure Agreement. // // Notice // ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES // NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. // // NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. No third party distribution is allowed unless // expressly authorized by NVIDIA. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright © 2008- 2013 NVIDIA Corporation. All rights reserved. // // NVIDIA Corporation and its licensors retain all intellectual property and proprietary // rights in and to this software and related documentation and any modifications thereto. // Any use, reproduction, disclosure or distribution of this software and related // documentation without an express license agreement from NVIDIA Corporation is // strictly prohibited. // // #include "Common.fxh" RW_Texture2D DestinationTex : register(u0); Texture2D SourceTex : register(t0); [NUM_THREADS(8,8,1)] void main( uint2 group : S_GROUP_ID, uint2 thread : S_GROUP_THREAD_ID ) { uint2 dstIndex = group * 8 + thread; uint2 srcIndex = dstIndex * 2; uint width, height; SourceTex.GetDimensions(width, height); if(srcIndex.x >= width || srcIndex.y >= height) return; float4 x0 = SourceTex[srcIndex + uint2(0, 0)]; float4 x1 = SourceTex[srcIndex + uint2(1, 0)]; float4 x2 = SourceTex[srcIndex + uint2(0, 1)]; float4 x3 = SourceTex[srcIndex + uint2(1, 1)]; DestinationTex[dstIndex] = 0.25 * (x0 + x1 + x2 + x3); }