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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