bloom: improve blur/exposure constants
This commit is contained in:
parent
0c27a5aeac
commit
7939bb8b97
51
bloom.fx
51
bloom.fx
@ -1,5 +1,6 @@
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float2 vInvScreenSize;
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float2 vDir;
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float fExposure;
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Texture2D txDiffuseA;
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SamplerState samPoint {
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@ -29,38 +30,28 @@ PS_INPUT VS(VS_INPUT input)
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return output;
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}
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static const float offset[11] = {
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-9.406430666971303,
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-7.425801606895373,
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-5.445401742210555,
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-3.465172537482815,
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-1.485055021558738,
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0.4950160492928826,
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2.4751038298192056,
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4.455269417428358,
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6.435576703455285,
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8.41608382089975,
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10
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static const float offset[6] = {
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-4.1802892785260735,
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-2.3013875682370335,
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-0.45807799821605544,
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1.3765284379445557,
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3.2355245111649937,
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5
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};
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static const float weight[11] = {
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0.0276904183309881,
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0.05417056378718292,
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0.09049273288108622,
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0.12908964856395883,
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0.15725301673321052,
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0.16358389071865348,
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0.14531705460040129,
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0.11023607138371759,
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0.0714102715628023,
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0.03950209624702099,
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0.011254235190977919
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static const float weight[6] = {
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0.019171156084708173,
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0.16924312602932176,
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0.4273923867820408,
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0.31401440082441,
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0.06672257638049649,
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0.003456353899022774
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};
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float4 PS(PS_INPUT input) : SV_Target
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{
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float4 texColor = float4(0, 0, 0, 0);
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for (int i = 0; i < 11; i++) {
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for (int i = 0; i < 6; i++) {
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float2 texOffset = vDir * offset[i] * vInvScreenSize;
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texColor += txDiffuseA.Sample(samPoint, input.Tex + texOffset) * weight[i];
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}
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@ -91,14 +82,8 @@ DepthStencilState DisableDepth
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float4 PSBlend(PS_INPUT input) : SV_Target
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{
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float4 texColor = float4(0, 0, 0, 0);
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for (int i = 0; i < 11; i++) {
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float2 texOffset = vDir * offset[i] * vInvScreenSize;
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texColor += txDiffuseA.Sample(samPoint, input.Tex + texOffset) * weight[i];
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}
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texColor = float4(1, 1, 1, 1) - exp2(-texColor * 3.0);
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float4 texColor = PS(input);
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texColor = float4(1, 1, 1, 1) - exp2(-texColor * fExposure);
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return float4(texColor.xyz, 1);
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}
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76
src/main.cpp
76
src/main.cpp
@ -2,6 +2,7 @@
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#include <d3d10.h>
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#include <d3dx10.h>
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#include <assert.h>
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#include <strsafe.h>
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#include "globals.hpp"
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#include "print.hpp"
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@ -57,6 +58,14 @@ ID3D10Buffer * g_pVertexBuffersBloom[g_dwVertexBufferCountBloom];
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ID3D10EffectShaderResourceVariable * g_pDiffuseAVariableBloom = NULL;
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ID3D10EffectVectorVariable * g_pInvScreenSizeVariableBloom = NULL;
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ID3D10EffectVectorVariable * g_pDirVariableBloom = NULL;
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ID3D10EffectScalarVariable * g_pExposureVariableBloom = NULL;
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#ifdef _DEBUG
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int g_bloomPasses = 0;
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float g_exposure = 3.7f;
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#else
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int g_bloomPasses = 4;
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float g_exposure = 3.4f;
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#endif
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typedef D3DXVECTOR2 BloomVertex;
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@ -150,6 +159,21 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi
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MSG msg = {};
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while (msg.message != WM_QUIT) {
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
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if (msg.message == WM_KEYDOWN) {
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} else if (msg.message == WM_CHAR) {
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switch (msg.wParam) {
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case 'q': g_bloomPasses -= 1; break;
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case 'w': g_bloomPasses += 1; break;
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case 'a': g_exposure -= 0.1f; break;
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case 's': g_exposure += 0.1f; break;
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case 'z': g_exposure -= 0.5f; break;
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case 'x': g_exposure += 0.5f; break;
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default: break;
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}
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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} else {
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@ -538,6 +562,7 @@ HRESULT InitBloomBuffers()
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g_pTechniqueBloomBlend = g_pEffectBloom->GetTechniqueByName("BloomBlend");
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g_pInvScreenSizeVariableBloom = g_pEffectBloom->GetVariableByName("vInvScreenSize")->AsVector();
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g_pDirVariableBloom = g_pEffectBloom->GetVariableByName("vDir")->AsVector();
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g_pExposureVariableBloom = g_pEffectBloom->GetVariableByName("fExposure")->AsScalar();
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g_pDiffuseAVariableBloom = g_pEffectBloom->GetVariableByName("txDiffuseA")->AsShaderResource();
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//////////////////////////////////////////////////////////////////////
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@ -1196,6 +1221,24 @@ void RenderMeshStatic(const Mesh * mesh, float t)
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}
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}
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static char sprintbuf[512];
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static inline int sprint(LPCSTR fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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char * end;
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StringCbVPrintfExA(sprintbuf,
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(sizeof (sprintbuf)),
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&end,
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NULL,
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0,
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fmt,
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args);
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va_end(args);
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int length = (int)(end - sprintbuf);
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return length;
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}
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void RenderFont()
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{
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//////////////////////////////////////////////////////////////////////
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@ -1211,27 +1254,40 @@ void RenderFont()
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print("g_pVertexBuffersFont->Map");
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}
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int advance = 10;
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const char * s = "asdf";
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int length = sprint("bloomPasses: %d\n"
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" exposure: %f",
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g_bloomPasses,
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g_exposure);
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const char start_advance = 10;
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int hadvance = start_advance;
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int vadvance = -10;
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const char * s = sprintbuf;
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int ix = 0;
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const int charStride = (int)(g_FontSize.Texture.Width / g_FontSize.Glyph.Width);
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while (ix < g_iFontBufferLength && *s) {
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char c = *s++;
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float px = (float)advance;
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float py = -10.0;
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float px = (float)hadvance;
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float py = (float)vadvance;
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float cx = 0;
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float cy = 0;
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if (c >= 0x20 && c <= 0x7f) {
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if (c == '\n') {
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hadvance = start_advance;
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vadvance -= g_FontSize.Glyph.Height;
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continue;
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} else if (c == ' ') {
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hadvance += g_FontSize.Glyph.Width;
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continue;
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} else if (c >= 0x20 && c <= 0x7f) {
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c -= 0x20;
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cx = (float)(c % charStride);
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cy = (float)(c / charStride);
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}
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pData[ix++] = FontVertex(px, py, cx, cy);
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advance += g_FontSize.Glyph.Width;
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hadvance += g_FontSize.Glyph.Width;
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}
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g_pVertexBuffersFont[0]->Unmap();
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@ -1270,7 +1326,7 @@ void RenderFont()
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for (UINT p = 0; p < techDesc.Passes; p++) {
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g_pTechniqueFont->GetPassByIndex(p)->Apply(0);
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g_pd3dDevice->Draw(4, 0);
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g_pd3dDevice->Draw(length, 0);
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}
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}
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@ -1298,6 +1354,8 @@ void RenderBloom()
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D3D10_TECHNIQUE_DESC techDesc;
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g_pTechniqueBloom->GetDesc(&techDesc);
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g_pExposureVariableBloom->SetFloat(g_exposure);
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D3DXVECTOR2 dirHorizontal = D3DXVECTOR2(1.0, 0.0);
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D3DXVECTOR2 dirVertical = D3DXVECTOR2(0.0, 1.0);
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@ -1313,7 +1371,7 @@ void RenderBloom()
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ID3D10ShaderResourceView * srv[] = { NULL };
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for (int i = 0; i < 2; i++) {
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for (int i = 0; i < g_bloomPasses; i++) {
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g_pd3dDevice->PSSetShaderResources(0, 1, srv);
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// vertical
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