75 lines
1.4 KiB
HLSL
75 lines
1.4 KiB
HLSL
float2 vInvScreenSize;
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float2 vDir;
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Texture2D txDiffuse;
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SamplerState samPoint {
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Wrap;
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AddressV = Wrap;
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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[] = {0.0, 1.0, 2.0, 3.0, 4.0};
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static const float weight[] = { // sigma 1.75, radius 4
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0.22720403874968215,
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0.19382872916158458,
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0.12033793944552469,
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0.05436431541122633,
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0.01786699660682331,
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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 = txDiffuse.Sample(samPoint, input.Tex) * weight[0];
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for (int i = 1; i < 5; i++) {
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float2 texOffset = vDir * offset[i] * vInvScreenSize;
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texColor += txDiffuse.Sample(samPoint, input.Tex + texOffset) * weight[i];
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texColor += txDiffuse.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 Blending
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{
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BlendEnable[0] = FALSE;
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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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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(Blending, 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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