d3d10/bloom.fx

128 lines
2.5 KiB
HLSL

float2 vInvScreenSize;
float2 vDir;
Texture2D txDiffuseA;
SamplerState samPoint {
Filter = MIN_MAG_MIP_LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
struct VS_INPUT
{
float4 Pos : POSITION;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
};
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output;
output.Pos = input.Pos;
output.Tex = input.Pos.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
return output;
}
static const float offset[11] = {
-9.406430666971303,
-7.425801606895373,
-5.445401742210555,
-3.465172537482815,
-1.485055021558738,
0.4950160492928826,
2.4751038298192056,
4.455269417428358,
6.435576703455285,
8.41608382089975,
10
};
static const float weight[11] = {
0.0276904183309881,
0.05417056378718292,
0.09049273288108622,
0.12908964856395883,
0.15725301673321052,
0.16358389071865348,
0.14531705460040129,
0.11023607138371759,
0.0714102715628023,
0.03950209624702099,
0.011254235190977919
};
float4 PS(PS_INPUT input) : SV_Target
{
float4 texColor = float4(0, 0, 0, 0);
for (int i = 0; i < 11; i++) {
float2 texOffset = vDir * offset[i] * vInvScreenSize;
texColor += txDiffuseA.Sample(samPoint, input.Tex + texOffset) * weight[i];
}
return texColor;
}
BlendState DisableBlending
{
BlendEnable[0] = FALSE;
};
BlendState EnableBlending
{
BlendEnable[0] = TRUE;
SrcBlend = ONE;
DestBlend = ONE;
BlendOp = ADD;
SrcBlendAlpha = ZERO;
DestBlendAlpha = ZERO;
BlendOpAlpha = ADD;
};
DepthStencilState DisableDepth
{
DepthEnable = FALSE;
DepthWriteMask = ZERO;
};
float4 PSBlend(PS_INPUT input) : SV_Target
{
float4 texColor = float4(0, 0, 0, 0);
for (int i = 0; i < 11; i++) {
float2 texOffset = vDir * offset[i] * vInvScreenSize;
texColor += txDiffuseA.Sample(samPoint, input.Tex + texOffset) * weight[i];
}
texColor = float4(1, 1, 1, 1) - exp2(-texColor * 3.0);
return float4(texColor.xyz, 1);
}
technique10 Bloom
{
pass P0
{
SetVertexShader(CompileShader(vs_4_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS()));
SetBlendState(DisableBlending, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff);
SetDepthStencilState(DisableDepth, 0);
}
}
technique10 BloomBlend
{
pass P0
{
SetVertexShader(CompileShader(vs_4_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PSBlend()));
SetBlendState(EnableBlending, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff);
SetDepthStencilState(DisableDepth, 0);
}
}