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- #include "Uniforms.hlsl"
- #include "Transform.hlsl"
- #include "Samplers.hlsl"
- #include "ScreenPos.hlsl"
- #include "PostProcess.hlsl"
- #ifndef D3D11
- // D3D9 uniforms
- uniform float cBloomHDRThreshold;
- uniform float2 cBloomHDRBlurDir;
- uniform float cBloomHDRBlurRadius;
- uniform float cBloomHDRBlurSigma;
- uniform float2 cBloomHDRMix;
- uniform float2 cBright2Offsets;
- uniform float2 cBright4Offsets;
- uniform float2 cBright8Offsets;
- uniform float2 cBright16Offsets;
- uniform float2 cBright2InvSize;
- uniform float2 cBright4InvSize;
- uniform float2 cBright8InvSize;
- uniform float2 cBright16InvSize;
- #else
- // D3D11 constant buffers
- #ifdef COMPILEVS
- cbuffer CustomVS : register(b6)
- {
- float2 cBright2Offsets;
- float2 cBright4Offsets;
- float2 cBright8Offsets;
- float2 cBright16Offsets;
- }
- #else
- cbuffer CustomPS : register(b6)
- {
- float cBloomHDRThreshold;
- float2 cBloomHDRBlurDir;
- float cBloomHDRBlurRadius;
- float cBloomHDRBlurSigma;
- float2 cBloomHDRMix;
- float2 cBright2InvSize;
- float2 cBright4InvSize;
- float2 cBright8InvSize;
- float2 cBright16InvSize;
- }
- #endif
- #endif
- static const int BlurKernelSize = 5;
- void VS(float4 iPos : POSITION,
- out float2 oTexCoord : TEXCOORD0,
- out float2 oScreenPos : TEXCOORD1,
- out float4 oPos : OUTPOSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oTexCoord = GetQuadTexCoord(oPos);
- #ifdef BLUR2
- oTexCoord = GetQuadTexCoord(oPos) + cBright2Offsets;
- #endif
- #ifdef BLUR4
- oTexCoord = GetQuadTexCoord(oPos) + cBright4Offsets;
- #endif
- #ifdef BLUR8
- oTexCoord = GetQuadTexCoord(oPos) + cBright8Offsets;
- #endif
- #ifdef BLUR16
- oTexCoord = GetQuadTexCoord(oPos) + cBright16Offsets;
- #endif
- #ifdef COMBINE2
- oTexCoord = GetQuadTexCoord(oPos) + cBright2Offsets;
- #endif
- #ifdef COMBINE4
- oTexCoord = GetQuadTexCoord(oPos) + cBright4Offsets;
- #endif
- #ifdef COMBINE8
- oTexCoord = GetQuadTexCoord(oPos) + cBright8Offsets;
- #endif
- #ifdef COMBINE16
- oTexCoord = GetQuadTexCoord(oPos) + cBright16Offsets;
- #endif
- oScreenPos = GetScreenPosPreDiv(oPos);
- }
- void PS(float2 iTexCoord : TEXCOORD0,
- float2 iScreenPos : TEXCOORD1,
- out float4 oColor : OUTCOLOR0)
- {
- #ifdef BRIGHT
- float3 color = Sample2D(DiffMap, iScreenPos).rgb;
- oColor = float4(max(color - cBloomHDRThreshold, 0.0), 1.0);
- #endif
- #ifndef D3D11
- #ifdef BLUR16
- oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright16InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
- #endif
- #ifdef BLUR8
- oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright8InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
- #endif
- #ifdef BLUR4
- oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright4InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
- #endif
- #ifdef BLUR2
- oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
- #endif
-
- #else
- #ifdef BLUR16
- oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright16InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
- #endif
- #ifdef BLUR8
- oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright8InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
- #endif
- #ifdef BLUR4
- oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright4InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
- #endif
- #ifdef BLUR2
- oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
- #endif
-
- #endif
- #ifdef COMBINE16
- oColor = Sample2D(DiffMap, iScreenPos) + Sample2D(NormalMap, iTexCoord);
- #endif
- #ifdef COMBINE8
- oColor = Sample2D(DiffMap, iScreenPos) + Sample2D(NormalMap, iTexCoord);
- #endif
- #ifdef COMBINE4
- oColor = Sample2D(DiffMap, iScreenPos) + Sample2D(NormalMap, iTexCoord);
- #endif
- #ifdef COMBINE2
- float3 color = Sample2D(DiffMap, iScreenPos).rgb * cBloomHDRMix.x;
- float3 bloom = Sample2D(NormalMap, iTexCoord).rgb * cBloomHDRMix.y;
- oColor = float4(color + bloom, 1.0);
- #endif
- }
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