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The following HLSL pixel shader code is used to perform a 4x4 downsample using a simple box filter. give a way to greatly reduce cost of this shader.
float4 g_OffsetsSample[16];
texture g_Texture;
sampler2D g_Sampler = sampler_state;
{
texture = (g_Texture);
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
};
float4 PSMain(float2 vTexCoord : TEXCOORD0) : COLOR
{
float4 sample = 0.0f;
for(int i =0; i<16;i++)
{
sample += tex2D(g_Sampler, vTexCoord + g_OffsetsSample .xy);
}
return sample * (1/16.f);
}
Answers
I was planning to eliminate for loop here. Any other suggestions?