[846] | 1 | //Vertex Shader input
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| 2 | struct VS_INPUT
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| 3 | {
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| 4 | float4 pos : POSITION;
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| 5 | float2 tex0 : TEXCOORD0;
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| 6 | };
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| 7 |
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| 8 | //Vertex Shader output
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| 9 | struct VS_OUTPUT
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| 10 | {
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| 11 | float4 pos : POSITION;
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| 12 | float2 tex0 : TEXCOORD0;
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| 13 | };
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| 14 |
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| 15 | // Texture samplers
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| 16 | texture Original;
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| 17 | sampler2D OriginalSampler = sampler_state
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| 18 | {
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| 19 | texture = <Original>;
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| 20 | mipfilter = LINEAR;
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| 21 | minfilter = LINEAR;
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| 22 | magfilter = LINEAR;
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| 23 | AddressU = Wrap;
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| 24 | AddressV = Wrap;
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| 25 | };
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| 26 |
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| 27 | texture Glow;
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| 28 | sampler2D GlowSampler = sampler_state
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| 29 | {
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| 30 | texture = <Glow>;
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| 31 | mipfilter = LINEAR;
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| 32 | minfilter = LINEAR;
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| 33 | magfilter = LINEAR;
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| 34 | AddressU = Wrap;
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| 35 | AddressV = Wrap;
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| 36 | };
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| 37 |
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| 38 | texture OldGlow;
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| 39 | sampler2D OldGlowSampler = sampler_state
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| 40 | {
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| 41 | texture = <OldGlow>;
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| 42 | mipfilter = LINEAR;
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| 43 | minfilter = LINEAR;
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| 44 | magfilter = LINEAR;
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| 45 | AddressU = Wrap;
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| 46 | AddressV = Wrap;
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| 47 | };
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| 48 |
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| 49 | texture SourceTexture;
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| 50 | sampler2D SourceTextureSampler = sampler_state
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| 51 | {
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| 52 | texture = <SourceTexture>;
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| 53 | mipfilter = LINEAR;
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| 54 | AddressU = Clamp;
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| 55 | AddressV = Clamp;
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| 56 | };
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| 57 |
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| 58 | //Uniform parameters.
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| 59 | uniform float4x4 modelViewProjection;
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| 60 |
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| 61 | // Width and height of the viewport
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| 62 | uniform float dsWidth, dsHeight;
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| 63 | // Number of glow passes and the gain
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| 64 | uniform float GlowPasses, GlowGain;
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| 65 | // Blur sample strecth
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| 66 | uniform float Stretch;
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| 67 |
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| 68 | // Simple vertex shader with MVP
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| 69 | VS_OUTPUT VS_myVertexShader(in VS_INPUT input){
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| 70 | VS_OUTPUT output0;
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| 71 | output0.pos = mul(input.pos,modelViewProjection);
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| 72 | output0.tex0 = input.tex0;
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| 73 | return output0;
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| 74 | }
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| 75 |
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| 76 | // Vertex shader for the full screen triangle rendering
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| 77 | VS_OUTPUT VS_myVertexBlurShader(in VS_INPUT input){
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| 78 | VS_OUTPUT output0;
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| 79 | output0.pos = mul(input.pos,modelViewProjection);
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| 80 | output0.tex0 = input.tex0 + 0.5*float2(1.0f/dsWidth, 1.0f/dsHeight);
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| 81 | return output0;
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| 82 | }
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| 83 |
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| 84 | // Simple texturing shader
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| 85 | half4 PS_Cube(in float2 tex0:TEXCOORD0) : COLOR {
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| 86 | half4 texLookUp;
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| 87 | texLookUp.rgba = tex2D(SourceTextureSampler,tex0).rgba;
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| 88 | return texLookUp;
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| 89 | }
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| 90 |
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| 91 | // Glow cutting shader
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| 92 | // Based on the alpha value of the texture
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| 93 | half4 PS_CubeGlow(in float2 tex0:TEXCOORD0) : COLOR {
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| 94 | half4 texLookUp;
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| 95 | texLookUp.rgba = tex2D(SourceTextureSampler,tex0).rgba;
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| 96 | if (texLookUp.a > 0.6f) texLookUp = half4(0,0,0,0);
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| 97 | return texLookUp;
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| 98 | }
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| 99 |
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| 100 | // Final compositing shader
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| 101 | // Original + Glow -> Final image
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| 102 | half4 PS_Final(in float2 tex0:TEXCOORD0) : COLOR {
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| 103 | half4 Orig;
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| 104 | Orig.rgba = tex2D(OriginalSampler,tex0).rgba;
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| 105 |
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| 106 | half4 Glow;
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| 107 | Glow.rgba = tex2D(GlowSampler,tex0).rgba;
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| 108 |
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| 109 | return Orig + Glow;
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| 110 | }
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| 111 |
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| 112 | // Horizontal blur with addition from the blur history
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| 113 | // Separated Gaussian blur
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| 114 | half4 PS_Blur_h(in float2 tex0:TEXCOORD0) : COLOR {
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| 115 | half4 texLookUp_h;
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| 116 |
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| 117 | texLookUp_h = tex2D(GlowSampler, float2(tex0.x-(3.86979f*Stretch/dsWidth / 2), tex0.y)) +
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| 118 | tex2D(GlowSampler, float2(tex0.x-(1.72291f*Stretch/dsWidth / 2), tex0.y)) +
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| 119 | tex2D(GlowSampler, tex0) +
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| 120 | tex2D(GlowSampler, float2(tex0.x+(1.72291f*Stretch/dsWidth / 2), tex0.y)) +
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| 121 | tex2D(GlowSampler, float2(tex0.x+(3.86979f*Stretch/dsWidth / 2), tex0.y));
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| 122 |
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| 123 | half4 oldGlow = tex2D(OldGlowSampler, tex0);
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| 124 | return texLookUp_h / 5 + oldGlow * GlowGain;
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| 125 | }
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| 126 |
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| 127 | // Vertical blur with addition from the blur history
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| 128 | // Separated Gaussian blur
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| 129 | half4 PS_Blur_v(in float2 tex0:TEXCOORD0) : COLOR {
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| 130 | half4 texLookUp_v;
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| 131 |
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| 132 | texLookUp_v = tex2D(GlowSampler, float2(tex0.x, tex0.y-(3.86979f*Stretch/dsHeight / 2)))+
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| 133 | tex2D(GlowSampler, float2(tex0.x, tex0.y-(1.72291f*Stretch/dsHeight / 2)))+
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| 134 | tex2D(GlowSampler, tex0)+
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| 135 | tex2D(GlowSampler, float2(tex0.x, tex0.y+(1.72291f*Stretch/dsHeight / 2)))+
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| 136 | tex2D(GlowSampler, float2(tex0.x, tex0.y+(3.86979f*Stretch/dsHeight / 2)));
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| 137 |
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| 138 | half4 oldGlow = tex2D(OldGlowSampler, tex0);
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| 139 | return texLookUp_v / 5 + oldGlow * GlowGain;
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| 140 | }
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| 141 |
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| 142 | // Original dice
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| 143 | technique Cube
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| 144 | {
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| 145 | pass P0{
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| 146 | // compiler directives
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| 147 | VertexShader = compile vs_2_0 VS_myVertexShader();
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| 148 | PixelShader = compile ps_2_0 PS_Cube();
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| 149 | }
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| 150 | }
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| 151 |
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| 152 | // Glow cut
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| 153 | technique CubeGlow
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| 154 | {
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| 155 | pass P0{
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| 156 | // compiler directives
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| 157 | VertexShader = compile vs_2_0 VS_myVertexShader();
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| 158 | PixelShader = compile ps_2_0 PS_CubeGlow();
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| 159 | }
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| 160 | }
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| 161 |
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| 162 | // Horizontal blur
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| 163 | technique Blur_h
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| 164 | {
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| 165 | pass P0{
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| 166 | // compiler directives
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| 167 | VertexShader = compile vs_2_0 VS_myVertexBlurShader();
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| 168 | PixelShader = compile ps_2_0 PS_Blur_h();
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| 169 | }
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| 170 | }
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| 171 |
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| 172 | // Vertical blur
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| 173 | technique Blur_v
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| 174 | {
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| 175 | pass P0{
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| 176 | // compiler directives
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| 177 | VertexShader = compile vs_2_0 VS_myVertexBlurShader();
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| 178 | PixelShader = compile ps_2_0 PS_Blur_v();
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| 179 | }
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| 180 | }
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| 181 |
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| 182 | // Final compositing
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| 183 | technique Final
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| 184 | {
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| 185 | pass P0{
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| 186 | // compiler directives
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| 187 | VertexShader = compile vs_2_0 VS_myVertexShader();
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| 188 | PixelShader = compile ps_2_0 PS_Final();
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| 189 | }
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| 190 | } |
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