偶遇需要再WPF里面处理九宫格,因不喜截图缩放,即写成了HLSL的Effcect
sampler2D input : register(s0); /// <summary>The float of the Left.</summary> /// <minValue>1</minValue> /// <maxValue>20</maxValue> /// <defaultValue>20</defaultValue> float Left : register(C0); /// <summary>The float of the Top.</summary> /// <minValue>1</minValue> /// <maxValue>20</maxValue> /// <defaultValue>20</defaultValue> float Top : register(C1); /// <summary>The float of the Right.</summary> /// <minValue>1</minValue> /// <maxValue>20</maxValue> /// <defaultValue>20</defaultValue> float Right : register(C2); /// <summary>The float of the Bottom.</summary> /// <minValue>1</minValue> /// <maxValue>20</maxValue> /// <defaultValue>20</defaultValue> float Bottom : register(C3); /// <summary>The float of the Width.</summary> /// <minValue>5</minValue> /// <maxValue>200</maxValue> /// <defaultValue>46</defaultValue> float Width : register(C4); /// <summary>The float of the Height.</summary> /// <minValue>5</minValue> /// <maxValue>200</maxValue> /// <defaultValue>46</defaultValue> float Height : register(C5); /// <summary>The float of the ShowWidth.</summary> /// <minValue>50</minValue> /// <maxValue>1200</maxValue> /// <defaultValue>750</defaultValue> float ShowWidth : register(C6); /// <summary>The float of the ShowHeight.</summary> /// <minValue>50</minValue> /// <maxValue>1200</maxValue> /// <defaultValue>700</defaultValue> float ShowHeight : register(C7); float4 main(float2 uv : TEXCOORD) : COLOR { float realwidth = uv.x * ShowWidth; float realheight = uv.y * ShowHeight; //Set color of no scale float x = uv.x * ShowWidth / Width; float y = uv.y * ShowHeight / Height; //Scale X if(realwidth >= Left && realwidth <= (ShowWidth - Right)) { x = ((uv.x * ShowWidth - Left) / (ShowWidth - Left - Right) * (Width - Left - Right) + Left) / Width; } // Real color of max x else if(realwidth > (ShowWidth - Right) ) { x = 1 - (1- uv.x) * ShowWidth / Width; } //Scale Y if(realheight >= Top && realheight <= ShowHeight - Bottom ) { y = ((uv.y * ShowHeight - Top) / (ShowHeight - Top - Bottom) * (Height - Top - Bottom) + Top ) / Height; } //Real color of max y else if(realheight > ShowHeight - Bottom ) { y = 1 - (1- uv.y) * ShowHeight / Height; } return tex2D(input, float2(x ,y)) ; }