1 | #define samplesU 7
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2 | #define samplesV 7
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3 |
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4 | struct VS_INPUT {
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5 | float4 Position : POSITION;
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6 | };
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7 |
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8 | struct VS_OUTPUT {
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9 | float4 hPosition : POSITION;
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10 | float2 Position : TEXCOORD0;
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11 | };
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12 |
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13 | VS_OUTPUT FSQuadVS(VS_INPUT IN) {
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14 | VS_OUTPUT OUT;
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15 | OUT.hPosition = IN.Position;
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16 | OUT.Position =(IN.Position.xy + 1.0) / 2.0;
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17 | OUT.Position.y = 1.0 - OUT.Position.y;
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18 | return OUT;
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19 | }
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20 |
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21 | float4 BlurPS(VS_OUTPUT IN,
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22 | uniform sampler2D Texture : register(s0),
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23 | uniform float width,
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24 | uniform float height ) : COLOR
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25 | {
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26 |
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27 | float2 pixel = float2(1.0 / width, 1.0 / height);
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28 | float2 uv = IN.Position + pixel * 0.5;
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29 |
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30 | float4 sum = float4(0,0,0,0);
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31 |
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32 | for(int i = 0; i < samplesU; i++)
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33 | for(int j = 0; j < samplesU; j++)
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34 | sum += tex2D(Texture, uv + float2(i - samplesU * 0.5,j - samplesV * 0.5) * pixel);
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35 |
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36 | sum /= samplesU * samplesV;
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37 |
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38 | return sum;
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39 | return tex2D(Texture, uv);
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40 | }
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41 |
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42 | float4 BlurPS_4x4(VS_OUTPUT IN,
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43 | uniform sampler2D Texture : register(s0),
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44 | uniform float width,
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45 | uniform float height ) : COLOR
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46 | {
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47 |
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48 | float2 pixel = float2(1.0 / width, 1.0 / height);
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49 | float2 uv = IN.Position + pixel * 0.5;
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50 |
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51 | float du = 2.0 / width;
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52 | float dv = 2.0 / height;
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53 |
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54 | float4 sum = float4(0,0,0,0);
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55 |
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56 | sum += tex2D(Texture,uv);
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57 | sum += tex2D(Texture,uv + float2(du,0));
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58 | sum += tex2D(Texture,uv + float2(du,dv));
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59 | sum += tex2D(Texture,uv + float2(0,dv));
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60 | return sum / 4.0;
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61 | }
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62 |
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63 |
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64 | float4 CopyPS(VS_OUTPUT IN,
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65 | uniform sampler2D Texture : register(s0),
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66 | uniform float alpha,
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67 | uniform float width,
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68 | uniform float height ) : COLOR
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69 | {
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70 | float2 pixel = float2(1.0 / width, 1.0 / height);
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71 | float2 uv = IN.Position + pixel * 0.5;
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72 |
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73 | float4 Color = tex2D(Texture, uv);
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74 | Color.a = alpha;
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75 | return Color;
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76 | }
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77 |
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78 | VS_OUTPUT BlurCubeFaceVS(VS_INPUT IN) {
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79 | VS_OUTPUT OUT;
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80 | OUT.hPosition = IN.Position;
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81 | OUT.Position = OUT.hPosition;
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82 | return OUT;
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83 | }
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84 |
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85 | float4 BlurCubeFacePS(VS_OUTPUT IN,
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86 | uniform samplerCUBE Texture : register(s0),
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87 | uniform float width,
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88 | uniform float height,
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89 | uniform float face ) : COLOR
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90 | {
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91 |
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92 | float2 pixel = float2(2.0 / width, 2.0 / height);
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93 | float2 uv = IN.Position + pixel * 0.5;
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94 |
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95 | float4 sum = float4(0,0,0,0);
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96 |
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97 | for(int i = 0; i < samplesU; i++)
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98 | for(int j = 0; j < samplesV; j++)
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99 | {
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100 | float3 dir;
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101 | float2 pos = uv + float2(i - samplesU * 0.5,j - samplesV * 0.5) * pixel;
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102 | if (face == 0) dir = float3(1, pos.y, -pos.x);
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103 | if (face == 1) dir = float3(-1, pos.y, pos.x);
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104 | if (face == 2) dir = float3(pos.x, 1, -pos.y);
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105 | if (face == 3) dir = float3(pos.x, -1, pos.y);
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106 | if (face == 4) dir = float3(pos.x, pos.y, 1);
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107 | if (face == 5) dir = float3(-pos.x, pos.y,-1);
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108 |
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109 | sum += texCUBE(Texture, dir);
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110 | }
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111 |
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112 |
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113 | sum /= samplesU * samplesV;
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114 |
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115 | return sum;
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116 | //return texCUBE(Texture, float3(uv, 1)) + face * 0.0000001;
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117 | } |
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