113 lines
2.2 KiB
HLSL
113 lines
2.2 KiB
HLSL
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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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = CLAMP;
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AddressV = CLAMP;
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};
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struct VS_INPUT
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{
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float4 Pos : POSITION;
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};
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD0;
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};
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PS_INPUT VS(VS_INPUT input)
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{
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PS_INPUT output;
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output.Pos = input.Pos;
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output.Tex = input.Pos.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
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return output;
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}
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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[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 < 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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return texColor;
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}
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BlendState DisableBlending
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{
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BlendEnable[0] = FALSE;
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};
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BlendState EnableBlending
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{
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BlendEnable[0] = TRUE;
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SrcBlend = ONE;
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DestBlend = ONE;
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BlendOp = ADD;
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SrcBlendAlpha = ZERO;
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DestBlendAlpha = ZERO;
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BlendOpAlpha = ADD;
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};
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DepthStencilState DisableDepth
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{
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DepthEnable = FALSE;
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DepthWriteMask = ZERO;
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};
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float4 PSBlend(PS_INPUT input) : SV_Target
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{
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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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technique10 Bloom
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{
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pass P0
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{
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SetVertexShader(CompileShader(vs_4_0, VS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0, PS()));
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SetBlendState(DisableBlending, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff);
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SetDepthStencilState(DisableDepth, 0);
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}
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}
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technique10 BloomBlend
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{
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pass P0
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{
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SetVertexShader(CompileShader(vs_4_0, VS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0, PSBlend()));
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SetBlendState(EnableBlending, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff);
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SetDepthStencilState(DisableDepth, 0);
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}
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}
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