Jelajahi Sumber

Unify naming of rendertargets between the Bloom & Blur postprocesses.

Lasse Öörni 10 tahun lalu
induk
melakukan
6e118d237f

+ 13 - 13
bin/CoreData/Shaders/GLSL/Bloom.glsl

@@ -9,7 +9,7 @@ varying vec2 vScreenPos;
 #ifdef COMPILEPS
 #ifdef COMPILEPS
 uniform float cBloomThreshold;
 uniform float cBloomThreshold;
 uniform vec2 cBloomMix;
 uniform vec2 cBloomMix;
-uniform vec2 cHBlurInvSize;
+uniform vec2 cBlurHInvSize;
 #endif
 #endif
 
 
 void VS()
 void VS()
@@ -28,21 +28,21 @@ void PS()
     gl_FragColor = vec4((rgb - vec3(cBloomThreshold, cBloomThreshold, cBloomThreshold)) / (1.0 - cBloomThreshold), 1.0);
     gl_FragColor = vec4((rgb - vec3(cBloomThreshold, cBloomThreshold, cBloomThreshold)) / (1.0 - cBloomThreshold), 1.0);
     #endif
     #endif
 
 
-    #ifdef HBLUR
-    vec3 rgb = texture2D(sDiffMap, vTexCoord + vec2(-2.0, 0.0) * cHBlurInvSize).rgb * 0.1;
-    rgb += texture2D(sDiffMap, vTexCoord + vec2(-1.0, 0.0) * cHBlurInvSize).rgb * 0.25;
-    rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 0.0) * cHBlurInvSize).rgb * 0.3;
-    rgb += texture2D(sDiffMap, vTexCoord + vec2(1.0, 0.0) * cHBlurInvSize).rgb * 0.25;
-    rgb += texture2D(sDiffMap, vTexCoord + vec2(2.0, 0.0) * cHBlurInvSize).rgb * 0.1;
+    #ifdef BLURH
+    vec3 rgb = texture2D(sDiffMap, vTexCoord + vec2(-2.0, 0.0) * cBlurHInvSize).rgb * 0.1;
+    rgb += texture2D(sDiffMap, vTexCoord + vec2(-1.0, 0.0) * cBlurHInvSize).rgb * 0.25;
+    rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 0.0) * cBlurHInvSize).rgb * 0.3;
+    rgb += texture2D(sDiffMap, vTexCoord + vec2(1.0, 0.0) * cBlurHInvSize).rgb * 0.25;
+    rgb += texture2D(sDiffMap, vTexCoord + vec2(2.0, 0.0) * cBlurHInvSize).rgb * 0.1;
     gl_FragColor = vec4(rgb, 1.0);
     gl_FragColor = vec4(rgb, 1.0);
     #endif
     #endif
 
 
-    #ifdef VBLUR
-    vec3 rgb = texture2D(sDiffMap, vTexCoord + vec2(0.0, -2.0) * cHBlurInvSize).rgb * 0.1;
-    rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, -1.0) * cHBlurInvSize).rgb * 0.25;
-    rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 0.0) * cHBlurInvSize).rgb * 0.3;
-    rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 1.0) * cHBlurInvSize).rgb * 0.25;
-    rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 2.0) * cHBlurInvSize).rgb * 0.1;
+    #ifdef BLURV
+    vec3 rgb = texture2D(sDiffMap, vTexCoord + vec2(0.0, -2.0) * cBlurHInvSize).rgb * 0.1;
+    rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, -1.0) * cBlurHInvSize).rgb * 0.25;
+    rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 0.0) * cBlurHInvSize).rgb * 0.3;
+    rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 1.0) * cBlurHInvSize).rgb * 0.25;
+    rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 2.0) * cBlurHInvSize).rgb * 0.1;
     gl_FragColor = vec4(rgb, 1.0);
     gl_FragColor = vec4(rgb, 1.0);
     #endif
     #endif
 
 

+ 9 - 9
bin/CoreData/Shaders/HLSL/Bloom.hlsl

@@ -8,8 +8,8 @@
 // D3D9 uniforms
 // D3D9 uniforms
 uniform float cBloomThreshold;
 uniform float cBloomThreshold;
 uniform float2 cBloomMix;
 uniform float2 cBloomMix;
-uniform float2 cHBlurOffsets;
-uniform float2 cHBlurInvSize;
+uniform float2 cBlurHOffsets;
+uniform float2 cBlurHInvSize;
 
 
 #else
 #else
 
 
@@ -17,14 +17,14 @@ uniform float2 cHBlurInvSize;
 #ifdef COMPILEVS
 #ifdef COMPILEVS
 cbuffer CustomVS : register(b6)
 cbuffer CustomVS : register(b6)
 {
 {
-    float2 cHBlurOffsets;
+    float2 cBlurHOffsets;
 }
 }
 #else
 #else
 cbuffer CustomPS : register(b6)
 cbuffer CustomPS : register(b6)
 {
 {
     float cBloomThreshold;
     float cBloomThreshold;
     float2 cBloomMix;
     float2 cBloomMix;
-    float2 cHBlurInvSize;
+    float2 cBlurHInvSize;
 }
 }
 #endif
 #endif
 
 
@@ -54,7 +54,7 @@ void VS(float4 iPos : POSITION,
     float4x3 modelMatrix = iModelMatrix;
     float4x3 modelMatrix = iModelMatrix;
     float3 worldPos = GetWorldPos(modelMatrix);
     float3 worldPos = GetWorldPos(modelMatrix);
     oPos = GetClipPos(worldPos);
     oPos = GetClipPos(worldPos);
-    oTexCoord = GetQuadTexCoord(oPos) + cHBlurOffsets;
+    oTexCoord = GetQuadTexCoord(oPos) + cBlurHOffsets;
     oScreenPos = GetScreenPosPreDiv(oPos);
     oScreenPos = GetScreenPosPreDiv(oPos);
 }
 }
 
 
@@ -67,17 +67,17 @@ void PS(float2 iTexCoord : TEXCOORD0,
     oColor = float4((rgb - cBloomThreshold) / (1.0 - cBloomThreshold), 1.0);
     oColor = float4((rgb - cBloomThreshold) / (1.0 - cBloomThreshold), 1.0);
     #endif
     #endif
 
 
-    #ifdef HBLUR
+    #ifdef BLURH
     float3 rgb = 0.0;
     float3 rgb = 0.0;
     for (int i = 0; i < 5; ++i)
     for (int i = 0; i < 5; ++i)
-        rgb += Sample2D(DiffMap, iTexCoord + (float2(offsets[i], 0.0)) * cHBlurInvSize).rgb * weights[i];
+        rgb += Sample2D(DiffMap, iTexCoord + (float2(offsets[i], 0.0)) * cBlurHInvSize).rgb * weights[i];
     oColor = float4(rgb, 1.0);
     oColor = float4(rgb, 1.0);
     #endif
     #endif
 
 
-    #ifdef VBLUR
+    #ifdef BLURV
     float3 rgb = 0.0;
     float3 rgb = 0.0;
     for (int i = 0; i < 5; ++i)
     for (int i = 0; i < 5; ++i)
-        rgb += Sample2D(DiffMap, iTexCoord + (float2(0.0, offsets[i])) * cHBlurInvSize).rgb * weights[i];
+        rgb += Sample2D(DiffMap, iTexCoord + (float2(0.0, offsets[i])) * cBlurHInvSize).rgb * weights[i];
     oColor = float4(rgb, 1.0);
     oColor = float4(rgb, 1.0);
     #endif
     #endif
 
 

+ 8 - 8
bin/Data/PostProcess/Bloom.xml

@@ -1,19 +1,19 @@
 <renderpath>
 <renderpath>
-    <rendertarget name="vblur" tag="Bloom" sizedivisor="4 4" format="rgb" filter="true" />
-    <rendertarget name="hblur" tag="Bloom" sizedivisor="4 4" format="rgb" filter="true" />
-    <command type="quad" tag="Bloom" vs="Bloom" ps="Bloom" psdefines="BRIGHT" output="vblur">
+    <rendertarget name="blurv" tag="Bloom" sizedivisor="4 4" format="rgb" filter="true" />
+    <rendertarget name="blurh" tag="Bloom" sizedivisor="4 4" format="rgb" filter="true" />
+    <command type="quad" tag="Bloom" vs="Bloom" ps="Bloom" psdefines="BRIGHT" output="blurv">
         <parameter name="BloomThreshold" value="0.3" />
         <parameter name="BloomThreshold" value="0.3" />
         <texture unit="diffuse" name="viewport" />
         <texture unit="diffuse" name="viewport" />
     </command>
     </command>
-    <command type="quad" tag="Bloom" vs="Bloom" ps="Bloom" psdefines="HBLUR" output="hblur">
-        <texture unit="diffuse" name="vblur" />
+    <command type="quad" tag="Bloom" vs="Bloom" ps="Bloom" psdefines="BLURH" output="blurh">
+        <texture unit="diffuse" name="blurv" />
     </command>
     </command>
-    <command type="quad" tag="Bloom" vs="Bloom" ps="Bloom" psdefines="VBLUR" output="vblur">
-        <texture unit="diffuse" name="hblur" />
+    <command type="quad" tag="Bloom" vs="Bloom" ps="Bloom" psdefines="BLURV" output="blurv">
+        <texture unit="diffuse" name="blurh" />
     </command>
     </command>
     <command type="quad" tag="Bloom" vs="Bloom" ps="Bloom" psdefines="COMBINE" output="viewport">
     <command type="quad" tag="Bloom" vs="Bloom" ps="Bloom" psdefines="COMBINE" output="viewport">
         <parameter name="BloomMix" value="0.9 0.4" />
         <parameter name="BloomMix" value="0.9 0.4" />
         <texture unit="diffuse" name="viewport" />
         <texture unit="diffuse" name="viewport" />
-        <texture unit="normal" name="vblur" />
+        <texture unit="normal" name="blurv" />
     </command>
     </command>
 </renderpath>
 </renderpath>