;------------------------------------------------------------------------------ ; Filter to get extract "hot" parts of the image ; ; Copyright (C) 2002 Microsoft Corporation ; All rights reserved. ;------------------------------------------------------------------------------ xps.1.1 ; source textures tex t0 tex t1 #include "../win32/shader_constants.h" ; We've set our original depth/stencil as an ARGB texture, put stencil in A: mov r0, t1.b ; Remove low end sub r1, t0, c[CP_EXTRACT_CUTOFF] ; Remove low end ; Throw out pixels that weren't stenciled: cnd r0, r0.a, r1, zero ; Output = r0 + SCALE*r0 = (1+SCALE) * r0 xfc c[CP_EXTRACT_SCALE], r0_sat, zero, r0_sat, zero, zero, r0_sat.a