d3d10/bloom.fx

75 lines
1.4 KiB
HLSL

float2 vInvScreenSize;
float2 vDir;
Texture2D txDiffuse;
SamplerState samPoint {
Filter = MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
};
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[] = {0.0, 1.0, 2.0, 3.0, 4.0};
static const float weight[] = { // sigma 1.75, radius 4
0.22720403874968215,
0.19382872916158458,
0.12033793944552469,
0.05436431541122633,
0.01786699660682331,
};
float4 PS(PS_INPUT input) : SV_Target
{
float4 texColor = txDiffuse.Sample(samPoint, input.Tex) * weight[0];
for (int i = 1; i < 5; i++) {
float2 texOffset = vDir * offset[i] * vInvScreenSize;
texColor += txDiffuse.Sample(samPoint, input.Tex + texOffset) * weight[i];
texColor += txDiffuse.Sample(samPoint, input.Tex - texOffset) * weight[i];
}
return texColor;
}
BlendState Blending
{
BlendEnable[0] = FALSE;
};
DepthStencilState DisableDepth
{
DepthEnable = FALSE;
DepthWriteMask = ZERO;
};
technique10 Bloom
{
pass P0
{
SetVertexShader(CompileShader(vs_4_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS()));
SetBlendState(Blending, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff);
SetDepthStencilState(DisableDepth, 0);
}
}