BloomHDR.hlsl 4.4 KB

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  1. #include "Uniforms.hlsl"
  2. #include "Transform.hlsl"
  3. #include "Samplers.hlsl"
  4. #include "ScreenPos.hlsl"
  5. #include "PostProcess.hlsl"
  6. #ifndef D3D11
  7. // D3D9 uniforms
  8. uniform float cBloomHDRThreshold;
  9. uniform float2 cBloomHDRBlurDir;
  10. uniform float cBloomHDRBlurRadius;
  11. uniform float cBloomHDRBlurSigma;
  12. uniform float2 cBloomHDRMix;
  13. uniform float2 cBright2Offsets;
  14. uniform float2 cBright4Offsets;
  15. uniform float2 cBright8Offsets;
  16. uniform float2 cBright16Offsets;
  17. uniform float2 cBright2InvSize;
  18. uniform float2 cBright4InvSize;
  19. uniform float2 cBright8InvSize;
  20. uniform float2 cBright16InvSize;
  21. #else
  22. // D3D11 constant buffers
  23. #ifdef COMPILEVS
  24. cbuffer CustomVS : register(b6)
  25. {
  26. float2 cBright2Offsets;
  27. float2 cBright4Offsets;
  28. float2 cBright8Offsets;
  29. float2 cBright16Offsets;
  30. }
  31. #else
  32. cbuffer CustomPS : register(b6)
  33. {
  34. float cBloomHDRThreshold;
  35. float2 cBloomHDRBlurDir;
  36. float cBloomHDRBlurRadius;
  37. float cBloomHDRBlurSigma;
  38. float2 cBloomHDRMix;
  39. float2 cBright2InvSize;
  40. float2 cBright4InvSize;
  41. float2 cBright8InvSize;
  42. float2 cBright16InvSize;
  43. }
  44. #endif
  45. #endif
  46. static const int BlurKernelSize = 5;
  47. void VS(float4 iPos : POSITION,
  48. out float2 oTexCoord : TEXCOORD0,
  49. out float2 oScreenPos : TEXCOORD1,
  50. out float4 oPos : OUTPOSITION)
  51. {
  52. float4x3 modelMatrix = iModelMatrix;
  53. float3 worldPos = GetWorldPos(modelMatrix);
  54. oPos = GetClipPos(worldPos);
  55. oTexCoord = GetQuadTexCoord(oPos);
  56. #ifdef BLUR2
  57. oTexCoord = GetQuadTexCoord(oPos) + cBright2Offsets;
  58. #endif
  59. #ifdef BLUR4
  60. oTexCoord = GetQuadTexCoord(oPos) + cBright4Offsets;
  61. #endif
  62. #ifdef BLUR8
  63. oTexCoord = GetQuadTexCoord(oPos) + cBright8Offsets;
  64. #endif
  65. #ifdef BLUR16
  66. oTexCoord = GetQuadTexCoord(oPos) + cBright16Offsets;
  67. #endif
  68. #ifdef COMBINE2
  69. oTexCoord = GetQuadTexCoord(oPos) + cBright2Offsets;
  70. #endif
  71. #ifdef COMBINE4
  72. oTexCoord = GetQuadTexCoord(oPos) + cBright4Offsets;
  73. #endif
  74. #ifdef COMBINE8
  75. oTexCoord = GetQuadTexCoord(oPos) + cBright8Offsets;
  76. #endif
  77. #ifdef COMBINE16
  78. oTexCoord = GetQuadTexCoord(oPos) + cBright16Offsets;
  79. #endif
  80. oScreenPos = GetScreenPosPreDiv(oPos);
  81. }
  82. void PS(float2 iTexCoord : TEXCOORD0,
  83. float2 iScreenPos : TEXCOORD1,
  84. out float4 oColor : OUTCOLOR0)
  85. {
  86. #ifdef BRIGHT
  87. float3 color = Sample2D(DiffMap, iScreenPos).rgb;
  88. oColor = float4(max(color - cBloomHDRThreshold, 0.0), 1.0);
  89. #endif
  90. #ifndef D3D11
  91. #ifdef BLUR16
  92. oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright16InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
  93. #endif
  94. #ifdef BLUR8
  95. oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright8InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
  96. #endif
  97. #ifdef BLUR4
  98. oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright4InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
  99. #endif
  100. #ifdef BLUR2
  101. oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
  102. #endif
  103. #else
  104. #ifdef BLUR16
  105. oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright16InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
  106. #endif
  107. #ifdef BLUR8
  108. oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright8InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
  109. #endif
  110. #ifdef BLUR4
  111. oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright4InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
  112. #endif
  113. #ifdef BLUR2
  114. oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
  115. #endif
  116. #endif
  117. #ifdef COMBINE16
  118. oColor = Sample2D(DiffMap, iScreenPos) + Sample2D(NormalMap, iTexCoord);
  119. #endif
  120. #ifdef COMBINE8
  121. oColor = Sample2D(DiffMap, iScreenPos) + Sample2D(NormalMap, iTexCoord);
  122. #endif
  123. #ifdef COMBINE4
  124. oColor = Sample2D(DiffMap, iScreenPos) + Sample2D(NormalMap, iTexCoord);
  125. #endif
  126. #ifdef COMBINE2
  127. float3 color = Sample2D(DiffMap, iScreenPos).rgb * cBloomHDRMix.x;
  128. float3 bloom = Sample2D(NormalMap, iTexCoord).rgb * cBloomHDRMix.y;
  129. oColor = float4(color + bloom, 1.0);
  130. #endif
  131. }