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- #include "Uniforms.hlsl"
- #include "Transform.hlsl"
- #include "Samplers.hlsl"
- #include "ScreenPos.hlsl"
- uniform float cBloomThreshold;
- uniform float2 cBloomMix;
- uniform float2 cHBlurOffsets;
- uniform float2 cHBlurInvSize;
- static const float offsets[5] = {
- 2.0,
- 1.0,
- 0.0,
- -1.0,
- -2.0,
- };
- static const float weights[5] = {
- 0.1,
- 0.25,
- 0.3,
- 0.25,
- 0.1
- };
- void VS(float4 iPos : POSITION,
- out float4 oPos : POSITION,
- out float2 oTexCoord : TEXCOORD0,
- out float2 oScreenPos : TEXCOORD1)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oTexCoord = GetQuadTexCoord(oPos) + cHBlurOffsets;
- oScreenPos = GetScreenPosPreDiv(oPos);
- }
- void PS(float2 iTexCoord : TEXCOORD0,
- float2 iScreenPos : TEXCOORD1,
- out float4 oColor : COLOR0)
- {
- #ifdef BRIGHT
- float3 rgb = tex2D(sDiffMap, iScreenPos).rgb;
- oColor = float4((rgb - cBloomThreshold) / (1.0 - cBloomThreshold), 1.0);
- #endif
- #ifdef HBLUR
- float3 rgb = 0.0;
- for (int i = 0; i < 5; ++i)
- rgb += tex2D(sDiffMap, iTexCoord + (float2(offsets[i], 0.0)) * cHBlurInvSize).rgb * weights[i];
- oColor = float4(rgb, 1.0);
- #endif
- #ifdef VBLUR
- float3 rgb = 0.0;
- for (int i = 0; i < 5; ++i)
- rgb += tex2D(sDiffMap, iTexCoord + (float2(0.0, offsets[i])) * cHBlurInvSize).rgb * weights[i];
- oColor = float4(rgb, 1.0);
- #endif
- #ifdef COMBINE
- float3 original = tex2D(sDiffMap, iScreenPos).rgb * cBloomMix.x;
- float3 bloom = tex2D(sNormalMap, iTexCoord).rgb * cBloomMix.y;
- // Prevent oversaturation
- original *= saturate(1.0 - bloom);
- oColor = float4(original + bloom, 1.0);
- #endif
- }
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