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Bloom Tweaks

Samuel Skiff 3 年之前
父節點
當前提交
878b2e2aec

+ 126 - 33
Templates/BaseGame/game/core/postFX/scripts/Bloom/BloomPostFX.tscript

@@ -20,10 +20,17 @@
 // IN THE SOFTWARE.
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 
 
-singleton ShaderData( PFX_Bloom_Shader )
+$PostFX::BloomPostFX::threshold = 1.0;
+$PostFX::BloomPostFX::intensity = 0.5;
+$PostFX::BloomPostFX::radius = 8.0;
+
+// Valid Values: 0, 1, 2, 3
+$PostFX::BloomPostFX::quality = 1;
+
+singleton ShaderData( PFX_BloomThreshold_Shader )
 {
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
-	 DXPixelShaderFile  = "./bloomP.hlsl";
+	 DXPixelShaderFile  = "./bloomThresholdP.hlsl";
 	 
 	 
 	 samplerNames[0] = "$inputTex";
 	 samplerNames[0] = "$inputTex";
 	 
 	 
@@ -40,19 +47,72 @@ singleton ShaderData( PFX_Bloom_Shader )
 //	 pixVersion = 3.0;
 //	 pixVersion = 3.0;
 //};
 //};
 
 
+singleton ShaderData( PFX_BloomUpSample_Shader )
+{
+   DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+	 DXPixelShaderFile  = "./upSampleP.hlsl";
+	 
+	 samplerNames[0] = "$inputTex";
+	 
+	 pixVersion = 3.0;
+};
+
+singleton ShaderData( PFX_BloomCombine_Shader )
+{
+   DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
+	 DXPixelShaderFile  = "./bloomCombineP.hlsl";
+	 
+	 samplerNames[0] = "$inputTex";
+	 
+	 pixVersion = 3.0;
+};
+
 singleton GFXStateBlockData( BloomPostFX_SampleStateBlock : PFX_DefaultStateBlock )
 singleton GFXStateBlockData( BloomPostFX_SampleStateBlock : PFX_DefaultStateBlock )
 {
 {
    samplersDefined = true;
    samplersDefined = true;
    samplerStates[0] = SamplerClampLinear;
    samplerStates[0] = SamplerClampLinear;
 };
 };
 
 
-//function BloomPostFX::setShaderConsts( %this )
-//{
-//}
-//
-//function BloomPostFX::preProcess( %this )
-//{
-//}
+singleton GFXStateBlockData( BloomPostFX_Combine_SampleStateBlock : PFX_DefaultStateBlock )
+{
+   samplersDefined = true;
+   samplerStates[0] = SamplerClampLinear;
+	 samplerStates[1] = SamplerClampLinear;
+	 samplerStates[2] = SamplerClampLinear;
+};
+
+function BloomPostFX::setShaderConsts( %this )
+{
+	%this.setShaderConst("$threshold", $PostFX::BloomPostFX::threshold);
+	
+	%blurOne = %this->blur_one;
+	%blurOne.setShaderConst("$blurRadius", $PostFX::BloomPostFX::radius);
+	
+	%blurTwo = %this->blur_two;
+	%blurTwo.setShaderConst("$blurRadius", $PostFX::BloomPostFX::radius);
+	
+	%combine = %this->bloom_combine;
+	%combine.setShaderConst("$intensity", $PostFX::BloomPostFX::intensity);
+	
+	%steps = mRound($PostFX::BloomPostFX::radius * 0.333 + 1);
+	echo(%steps);
+	
+	%blurOne.setShaderConst("$numSteps", %steps);
+	%blurTwo.setShaderConst("$numSteps", %steps);
+}
+
+function BloomPostFX::preProcess( %this )
+{
+	if ( $PostFX::BloomPostFX::quality !$= %this.quality )
+  {
+		%this.quality = mClamp( mRound( $PostFX::BloomPostFX::quality ), 0, 3 );
+		
+		%blurOne = %this->blur_one;
+		%blurTwo = %this->blur_two;
+		%blurOne.setShaderMacro( "QUALITY", %this.quality );
+		%blurTwo.setShaderMacro( "QUALITY", %this.quality );
+	}
+}
 
 
 function BloomPostFX::onAdd(%this)
 function BloomPostFX::onAdd(%this)
 {
 {
@@ -77,6 +137,10 @@ function BloomPostFX::populatePostFXSettings(%this)
 {
 {
    PostEffectEditorInspector.startGroup("BloomPostFX - General");
    PostEffectEditorInspector.startGroup("BloomPostFX - General");
    PostEffectEditorInspector.addCallbackField("$PostFX::BloomPostFX::Enabled", "Enabled", "bool", "", $PostFX::BloomPostFX::Enabled, "", "toggleBloomPostFX");
    PostEffectEditorInspector.addCallbackField("$PostFX::BloomPostFX::Enabled", "Enabled", "bool", "", $PostFX::BloomPostFX::Enabled, "", "toggleBloomPostFX");
+	 PostEffectEditorInspector.addField("$PostFX::BloomPostFX::quality", "Quality", "list", "0,1,2,3", $PostFX::BloomPostFX::quality, "0,1,2,3");
+	 PostEffectEditorInspector.addField("$PostFX::BloomPostFX::threshold", "Threshold", "range", "", $PostFX::BloomPostFX::threshold, "0 1 10");
+	 PostEffectEditorInspector.addField("$PostFX::BloomPostFX::intensity", "Intensity", "range", "", $PostFX::BloomPostFX::intensity, "0 2 10");
+	 PostEffectEditorInspector.addField("$PostFX::BloomPostFX::radius", "Radius", "float", "", $PostFX::BloomPostFX::radius, "");
    PostEffectEditorInspector.endGroup();
    PostEffectEditorInspector.endGroup();
 }
 }
 
 
@@ -104,6 +168,10 @@ function BloomPostFX::applyFromPreset(%this)
 function BloomPostFX::savePresetSettings(%this)
 function BloomPostFX::savePresetSettings(%this)
 {
 {
    PostFXManager::savePresetSetting("$PostFX::BloomPostFX::Enabled");
    PostFXManager::savePresetSetting("$PostFX::BloomPostFX::Enabled");
+	 PostFXManager::savePresetSetting("$PostFX::BloomPostFX::quality");
+	 PostFXManager::savePresetSetting("$PostFX::BloomPostFX::threshold");
+	 PostFXManager::savePresetSetting("$PostFX::BloomPostFX::intensity");
+	 PostFXManager::savePresetSetting("$PostFX::BloomPostFX::radius");
 }
 }
 
 
 //Our actual postFX
 //Our actual postFX
@@ -112,34 +180,15 @@ singleton PostEffect( BloomPostFX )
    enabled = false;
    enabled = false;
 	 allowReflectPass = false;
 	 allowReflectPass = false;
    
    
-   renderTime = "PFXAfterBin";
-	 renderBin = "EditorBin";
-   renderPriority = 9999; 
+   renderTime = "PFXAfterDiffuse";
+	 renderBin = "ObjTranslucentBin";
+   renderPriority = 0.9; 
 	 
 	 
-   shader = PFX_Bloom_Shader;
+   shader = PFX_BloomThreshold_Shader;
    stateBlock = BloomPostFX_SampleStateBlock;
    stateBlock = BloomPostFX_SampleStateBlock;
    texture[0] = "$backBuffer";
    texture[0] = "$backBuffer";
    target = "$outTex";
    target = "$outTex";
-	 
-	// new PostEffect()
-	// {
-	//	allowReflectPass = false;
-	//	shader = PFX_BloomDownSample_Shader;
-	//	stateBlock = BloomPostFX_SampleStateBlock;
-	//	texture[0] = "$inTex";
-	//	target = "#bloom0";
-	//	targetScale = "0.5 0.5";
-	// };
-	// 
-	// new PostEffect()
-	// {
-	//	allowReflectPass = false;
-	//	shader = PFX_BloomDownSample_Shader;
-	//	stateBlock = BloomPostFX_SampleStateBlock;
-	//	texture[0] = "#bloom0";
-	//	target = "#bloom1";
-	//	targetScale = "0.25 0.25";
-	// };
+	 targetClear = PFXTargetClear_OnDraw;
 	 
 	 
 	 new PostEffect()
 	 new PostEffect()
 	 {
 	 {
@@ -147,6 +196,50 @@ singleton PostEffect( BloomPostFX )
 		shader = PFX_PassthruShader;
 		shader = PFX_PassthruShader;
 		stateBlock = BloomPostFX_SampleStateBlock;
 		stateBlock = BloomPostFX_SampleStateBlock;
 		texture[0] = "$inTex";
 		texture[0] = "$inTex";
+		target = "#bloom0";
+		targetScale = "0.5 0.5";
+	 };
+	 
+	 new PostEffect()
+	 {
+		allowReflectPass = false;
+		shader = PFX_PassthruShader;
+		stateBlock = BloomPostFX_SampleStateBlock;
+		texture[0] = "#bloom0";
+		target = "#bloom1";
+		targetScale = "0.25 0.25";
+	 };
+	 
+	 new PostEffect()
+	 {
+		internalName = "blur_one";
+		allowReflectPass = false;
+		shader = PFX_BloomUpSample_Shader;
+		stateBlock = BloomPostFX_SampleStateBlock;
+		texture[0] = "#bloom0";
+		target = "#blur0";
+	 };
+	 
+	 new PostEffect()
+	 {
+	  internalName = "blur_two";
+		allowReflectPass = false;
+		shader = PFX_BloomUpSample_Shader;
+		stateBlock = BloomPostFX_SampleStateBlock;
+		texture[0] = "#bloom1";
+		target = "#blur1";
+		targetScale = "0.5 0.5";
+	 };
+	 
+	 new PostEffect()
+	 {
+	  internalName = "bloom_combine";
+		allowReflectPass = false;
+		shader = PFX_BloomCombine_Shader;
+		stateBlock = BloomPostFX_Combine_SampleStateBlock;
+		texture[0] = "#blur0";
+		texture[1] = "#blur1";
+		texture[2] = "$backBuffer";
 		target = "$backBuffer";
 		target = "$backBuffer";
 	 };
 	 };
 };
 };

+ 36 - 0
Templates/BaseGame/game/core/postFX/scripts/Bloom/bloomCombineP.hlsl

@@ -0,0 +1,36 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2012 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+#include "core/rendering/shaders/postFX/postFx.hlsl"
+
+TORQUE_UNIFORM_SAMPLER2D(inputTex0, 0);
+TORQUE_UNIFORM_SAMPLER2D(inputTex1, 1);
+TORQUE_UNIFORM_SAMPLER2D(colorTex, 2);
+uniform float intensity;
+
+float4 main(PFXVertToPix IN) : TORQUE_TARGET0
+{
+	float4 bloom = (TORQUE_TEX2D(inputTex0, IN.uv0) + TORQUE_TEX2D(inputTex1, IN.uv0)) * 0.5f;
+	float4 screenColor = TORQUE_TEX2D(colorTex, IN.uv0);
+	screenColor.rgb += bloom.rgb * intensity;
+	return screenColor;
+}

+ 3 - 1
Templates/BaseGame/game/core/postFX/scripts/Bloom/bloomP.hlsl → Templates/BaseGame/game/core/postFX/scripts/Bloom/bloomThresholdP.hlsl

@@ -23,10 +23,12 @@
 #include "core/rendering/shaders/postFX/postFx.hlsl"
 #include "core/rendering/shaders/postFX/postFx.hlsl"
 
 
 TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
 TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
+uniform float threshold;
 
 
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 {
 {
 	float4 screenColor = TORQUE_TEX2D(inputTex, IN.uv0);
 	float4 screenColor = TORQUE_TEX2D(inputTex, IN.uv0);
 	float brightness = max(screenColor.r, max(screenColor.g, screenColor.b));
 	float brightness = max(screenColor.r, max(screenColor.g, screenColor.b));
-	return float4(screenColor.rgb * saturate(pow(brightness, 8.0f)), screenColor.a);
+	//clip(brightness - threshold);
+	return screenColor * saturate(pow(brightness, threshold*8.0f));
 }
 }

+ 24 - 24
Templates/BaseGame/game/core/postFX/scripts/Bloom/downSampleP.hlsl

@@ -27,35 +27,35 @@
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 
 
 TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
 TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
-//uniform float2 oneOverTargetSize;
+uniform float2 oneOverTargetSize;
  
  
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 // Main
 // Main
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 {
 {
-	float x = 0.01f;
-	float y = 0.01f;
-	float4 a = TORQUE_TEX2D( inputTex, IN.uv0 + float2(-x*2.0f, y*2.0f));
-	float4 b = TORQUE_TEX2D( inputTex, IN.uv0 + float2( 0.0f  , y*2.0f));
-	float4 c = TORQUE_TEX2D( inputTex, IN.uv0 + float2( x*2.0f, y*2.0f));
-																		
-	float4 d = TORQUE_TEX2D( inputTex, IN.uv0 + float2(-x*2.0f,   0.0f));
-	float4 e = TORQUE_TEX2D( inputTex, IN.uv0);
-	float4 f = TORQUE_TEX2D( inputTex, IN.uv0 + float2( x*2.0f,   0.0f));
-																		
-	float4 g = TORQUE_TEX2D( inputTex, IN.uv0 + float2(-x*2.0f,-y*2.0f));
-	float4 h = TORQUE_TEX2D( inputTex, IN.uv0 + float2( 0.0f  ,-y*2.0f));
-	float4 i = TORQUE_TEX2D( inputTex, IN.uv0 + float2( x*2.0f,-y*2.0f));
-																		
-	float4 j = TORQUE_TEX2D( inputTex, IN.uv0 + float2(-x, y));
-	float4 k = TORQUE_TEX2D( inputTex, IN.uv0 + float2( x, y));
-	float4 l = TORQUE_TEX2D( inputTex, IN.uv0 + float2(-x,-y));
-	float4 m = TORQUE_TEX2D( inputTex, IN.uv0 + float2( x,-y));
+	float x = oneOverTargetSize.x;
+	float y = oneOverTargetSize.y;
+	float4 a = TORQUE_TEX2D(inputTex, IN.uv0 + float2(-x*2.0f, y*2.0f));
+	float4 b = TORQUE_TEX2D(inputTex, IN.uv0 + float2( 0.0f  , y*2.0f));
+	float4 c = TORQUE_TEX2D(inputTex, IN.uv0 + float2( x*2.0f, y*2.0f));
+																	
+	float4 d = TORQUE_TEX2D(inputTex, IN.uv0 + float2(-x*2.0f,   0.0f));
+	float4 e = TORQUE_TEX2D(inputTex, IN.uv0);
+	float4 f = TORQUE_TEX2D(inputTex, IN.uv0 + float2( x*2.0f,   0.0f));
+																	
+	float4 g = TORQUE_TEX2D(inputTex, IN.uv0 + float2(-x*2.0f,-y*2.0f));
+	float4 h = TORQUE_TEX2D(inputTex, IN.uv0 + float2( 0.0f  ,-y*2.0f));
+	float4 i = TORQUE_TEX2D(inputTex, IN.uv0 + float2( x*2.0f,-y*2.0f));
+																	
+	float4 j = TORQUE_TEX2D(inputTex, IN.uv0 + float2(-x, y));
+	float4 k = TORQUE_TEX2D(inputTex, IN.uv0 + float2( x, y));
+	float4 l = TORQUE_TEX2D(inputTex, IN.uv0 + float2(-x,-y));
+	float4 m = TORQUE_TEX2D(inputTex, IN.uv0 + float2( x,-y));
 	
 	
-	float4 sample = e * 0.125f;
-	sample += (a+c+g+i) * 0.03125f;
-	sample += (b+d+f+h) * 0.0625;
-	sample += (j+k+l+m) * 0.125;
-	return sample;
+	float4 downSample = e * 0.125f;
+	downSample += (a+c+g+i) * 0.03125f;
+	downSample += (b+d+f+h) * 0.0625;
+	downSample += (j+k+l+m) * 0.125;
+	return downSample;
 }
 }

+ 173 - 25
Templates/BaseGame/game/core/postFX/scripts/Bloom/upSampleP.hlsl

@@ -20,38 +20,186 @@
 // IN THE SOFTWARE.
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 
 
+#include "core/rendering/shaders/torque.hlsl"
 #include "core/rendering/shaders/postFX/postFx.hlsl"
 #include "core/rendering/shaders/postFX/postFx.hlsl"
 
 
-struct Conn
-{
-	float4 hpos : TORQUE_POSITION;
-  float2 texCoord : TEXCOORD0;
+#if QUALITY == 3
+
+static const int KERNEL_SAMPLES = 64;
+static const float3 KERNEL[64] = {
+	float3(0.015625, 0.000000, 0.017183),
+	float3(-0.023043, 0.021109, 0.017183),
+	float3(0.004098, -0.046696, 0.017183),
+	float3(0.038027, 0.049600, 0.017183),
+	float3(-0.076931, -0.013608, 0.017183),
+	float3(0.079102, -0.050318, 0.017182),
+	float3(-0.028394, 0.105625, 0.017182),
+	float3(-0.057613, -0.110931, 0.017181),
+	float3(0.132092, 0.048240, 0.017180),
+	float3(-0.144429, 0.059618, 0.017178),
+	float3(0.072849, -0.155673, 0.017175),
+	float3(0.056116, 0.178906, 0.017172),
+	float3(-0.175746, -0.101848, 0.017168),
+	float3(0.213648, -0.046970, 0.017163),
+	float3(-0.134796, 0.191733, 0.017157),
+	float3(-0.032128, -0.247927, 0.017149),
+	float3(0.203110, 0.171181, 0.017140),
+	float3(-0.281010, 0.011621, 0.017129),
+	float3(0.210434, -0.209410, 0.017116),
+	float3(-0.014435, 0.312166, 0.017101),
+	float3(-0.210233, -0.251929, 0.017084),
+	float3(0.340680, 0.045838, 0.017063),
+	float3(-0.294996, 0.205251, 0.017040),
+	float3(0.082306, -0.365856, 0.017014),
+	float3(0.194211, 0.338925, 0.016984),
+	float3(-0.387031, -0.123474, 0.016951),
+	float3(0.382974, -0.176944, 0.016913),
+	float3(-0.168902, 0.403582, 0.016871),
+	float3(-0.153361, -0.426383, 0.016825),
+	float3(0.414933, 0.218077, 0.016773),
+	float3(-0.468376, 0.123462, 0.016717),
+	float3(0.270419, -0.420563, 0.016654),
+	float3(0.087335, 0.508175, 0.016586),
+	float3(-0.420019, -0.325286, 0.016512),
+	float3(0.545008, -0.045153, 0.016431),
+	float3(-0.381982, 0.412911, 0.016344),
+	float3(0.002820, -0.578118, 0.016250),
+	float3(0.398932, 0.439764, 0.016148),
+	float3(-0.606775, -0.056236, 0.016038),
+	float3(0.497850, -0.377850, 0.015921),
+	float3(-0.114661, 0.630280, 0.015795),
+	float3(-0.349522, -0.555426, 0.015661),
+	float3(0.647981, 0.177585, 0.015518),
+	float3(-0.611659, 0.313893, 0.015367),
+	float3(0.244418, -0.659276, 0.015206),
+	float3(0.270999, 0.665703, 0.015037),
+	float3(-0.663622, -0.314503, 0.014857),
+	float3(0.716710, -0.220969, 0.014669),
+	float3(-0.387117, 0.660547, 0.014471),
+	float3(-0.164025, -0.763837, 0.014263),
+	float3(0.649650, 0.461481, 0.014045),
+	float3(-0.806263, 0.100483, 0.013819),
+	float3(0.536765, -0.630614, 0.013582),
+	float3(0.030749, 0.843190, 0.013337),
+	float3(-0.603207, -0.612100, 0.013082),
+	float3(0.873858, 0.044681, 0.012818),
+	float3(-0.686583, 0.567289, 0.012545),
+	float3(0.125226, -0.897556, 0.012264),
+	float3(0.522814, 0.759288, 0.011975),
+	float3(-0.913626, -0.210223, 0.011678),
+	float3(0.829278, -0.469836, 0.011373),
+	float3(-0.298936, 0.921474, 0.011062),
+	float3(-0.408505, -0.895610, 0.010745),
+	float3(0.920579, 0.390557, 0.010422)
 };
 };
 
 
-TORQUE_UNIFORM_SAMPLER2D(inputTex0, 0);
-TORQUE_UNIFORM_SAMPLER2D(inputTex1, 1);
-//uniform float filterRadius;
+#elif QUALITY == 2
+
+static const int KERNEL_SAMPLES = 32;
+static const float3 KERNEL[32] = {
+	float3(0.031250, 0.000000, 0.034485),
+	float3(-0.046086, 0.042218, 0.034485),
+	float3(0.008196, -0.093391, 0.034484),
+	float3(0.076055, 0.099200, 0.034481),
+	float3(-0.153861, -0.027216, 0.034475),
+	float3(0.158204, -0.100637, 0.034464),
+	float3(-0.056788, 0.211250, 0.034446),
+	float3(-0.115227, -0.221862, 0.034418),
+	float3(0.264184, 0.096480, 0.034378),
+	float3(-0.288858, 0.119236, 0.034321),
+	float3(0.145697, -0.311346, 0.034245),
+	float3(0.112231, 0.357812, 0.034146),
+	float3(-0.351492, -0.203697, 0.034019),
+	float3(0.427296, -0.093940, 0.033859),
+	float3(-0.269592, 0.383467, 0.033663),
+	float3(-0.064255, -0.495854, 0.033424),
+	float3(0.406220, 0.342362, 0.033139),
+	float3(-0.562020, 0.023241, 0.032802),
+	float3(0.420867, -0.418819, 0.032408),
+	float3(-0.028870, 0.624333, 0.031952),
+	float3(-0.420465, -0.503858, 0.031431),
+	float3(0.681360, 0.091676, 0.030841),
+	float3(-0.589992, 0.410501, 0.030178),
+	float3(0.164611, -0.731713, 0.029439),
+	float3(0.388423, 0.677849, 0.028625),
+	float3(-0.774063, -0.246947, 0.027733),
+	float3(0.765949, -0.353888, 0.026766),
+	float3(-0.337803, 0.807164, 0.025725),
+	float3(-0.306722, -0.852766, 0.024613),
+	float3(0.829865, 0.436154, 0.023437),
+	float3(-0.936752, 0.246925, 0.022202),
+	float3(0.540838, -0.841127, 0.020916)
+};
+
+#elif QUALITY == 1
+
+static const int KERNEL_SAMPLES = 16;
+static const float3 KERNEL[16] = {
+	float3(0.062500, 0.000000, 0.069464),
+	float3(-0.092171, 0.084436, 0.069456),
+	float3(0.016392, -0.186782, 0.069422),
+	float3(0.152110, 0.198400, 0.069329),
+	float3(-0.307723, -0.054432, 0.069134),
+	float3(0.316408, -0.201273, 0.068781),
+	float3(-0.113577, 0.422500, 0.068204),
+	float3(-0.230454, -0.443724, 0.067328),
+	float3(0.528368, 0.192959, 0.066073),
+	float3(-0.577716, 0.238473, 0.064362),
+	float3(0.291394, -0.622692, 0.062123),
+	float3(0.224463, 0.715623, 0.059300),
+	float3(-0.702984, -0.407394, 0.055864),
+	float3(0.854591, -0.187880, 0.051818),
+	float3(-0.539184, 0.766934, 0.047209),
+	float3(-0.128511, -0.991708, 0.042133)
+};
 
 
-float4 main( Conn V_IN ) : TORQUE_TARGET0
+#elif QUALITY == 0
+
+static const int KERNEL_SAMPLES = 9;
+static const float3 KERNEL[9] = {
+	float3( 0, 0, 0.25),
+	float3( 1, 0, 0.125),
+	float3( 0, 1, 0.125),
+	float3(-1, 0, 0.125),
+	float3( 0,-1, 0.125),
+	float3( 0.707, 0.707, 0.0625),
+	float3( 0.707,-0.707, 0.0625),
+	float3(-0.707,-0.707, 0.0625),
+	float3(-0.707, 0.707, 0.0625)
+};
+
+#endif
+
+TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
+uniform float blurRadius;
+uniform int numSteps;
+uniform float2 oneOverTargetSize;
+
+float4 main(PFXVertToPix IN) : TORQUE_TARGET0
 {
 {
-	float x = 1.0f;
-	float y = 1.0f;
-	
-	float4 a = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2(-x, y));
-	float4 b = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2( 0, y));
-	float4 c = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2( x, y));
+	float4 upSample = float4(0, 0, 0, 0);
+	float radStep = blurRadius / float(numSteps);
 	
 	
-	float4 d = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2(-x, 0));
-	float4 e = TORQUE_TEX2D( inputTex0, V_IN.texCoord);
-	float4 f = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2( x, 0));
+	const float alpha = M_2PI_F / float(numSteps);
 	
 	
-	float4 g = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2(-x,-y));
-	float4 h = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2( 0,-y));
-	float4 i = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2( x,-y));
+	[unroll]
+	for (int i=0; i<KERNEL_SAMPLES; i++)
+	{
+		float3 offsetW = KERNEL[i];
+		for (int j=0; j<numSteps; j++)
+		{
+			float angle = alpha * float(j);
+			float2 angles = float2(cos(angle), sin(angle));
+			float rad = radStep * float(j+1);
+			float2 offset = float2(
+				offsetW.x*angles.x - offsetW.y*angles.y,
+				offsetW.x*angles.y + offsetW.y*angles.x
+			) * oneOverTargetSize * rad;
+			
+			float4 sampleCol = TORQUE_TEX2D(inputTex, IN.uv0 + offset);
+			upSample += sampleCol * offsetW.z;
+		}
+	}
 	
 	
-	float4 sample = e * 4.0f;
-	sample += (b+d+f+h) * 2.0f;
-	sample += (a+c+g+i);
-	sample *= 1.0f / 16.0f;
-	return sample * 0.75f + TORQUE_TEX2D(inputTex1, V_IN.texCoord) * 0.25f;
+	return upSample * (1.0f / float(numSteps));
 }
 }

+ 4 - 0
Templates/BaseGame/game/core/postFX/scripts/default.postfxpreset.tscript

@@ -1 +1,5 @@
 $PostFX::BloomPostFX::Enabled = "1";
 $PostFX::BloomPostFX::Enabled = "1";
+$PostFX::BloomPostFX::quality = "3";
+$PostFX::BloomPostFX::threshold = "1";
+$PostFX::BloomPostFX::intensity = "2";
+$PostFX::BloomPostFX::radius = "6";