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- #include "Uniforms.hlsl"
- #include "Transform.hlsl"
- #include "Samplers.hlsl"
- #include "ScreenPos.hlsl"
- #include "PostProcess.hlsl"
- uniform float2 cBlurDir;
- uniform float cBlurRadius;
- uniform float cBlurSigma;
- uniform float2 cBlurHOffsets;
- uniform float2 cBlurHInvSize;
- 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) + cBlurHOffsets;
- oScreenPos = GetScreenPosPreDiv(oPos);
- }
- void PS(float2 iTexCoord : TEXCOORD0,
- float2 iScreenPos : TEXCOORD1,
- out float4 oColor : OUTCOLOR0)
- {
- #ifdef BLUR3
- #ifndef D3D11
- oColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
- #else
- oColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);
- #endif
- #endif
- #ifdef BLUR5
- #ifndef D3D11
- oColor = GaussianBlur(5, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
- #else
- oColor = GaussianBlur(5, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);
- #endif
- #endif
- #ifdef BLUR7
- #ifndef D3D11
- oColor = GaussianBlur(7, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
- #else
- oColor = GaussianBlur(7, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);
- #endif
- #endif
- #ifdef BLUR9
- #ifndef D3D11
- oColor = GaussianBlur(9, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
- #else
- oColor = GaussianBlur(9, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);
- #endif
- #endif
- }
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