tooll3--t3
64 行
1.6 KiB
HLSL
64 行
1.6 KiB
HLSL
cbuffer ParamConstants : register(b0)
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{
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float Size;
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float NumberOfSamples;
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float Angle;
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float FxAngleFactor;
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float FxSizeFactor;
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}
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cbuffer Resolution : register(b2)
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{
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float TargetWidth;
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float TargetHeight;
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}
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struct vsOutput
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{
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float4 position : SV_POSITION;
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float2 texCoord : TEXCOORD;
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};
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Texture2D<float4> InputTexture : register(t0);
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Texture2D<float4> FxTexture : register(t1);
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sampler samLinear : register(s0);
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static const int WEIGHT_COUNT = 10;
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static const float Gauss[WEIGHT_COUNT] = { 0.93, 0.86, 0.8, 0.7, 0.6, 0.5, 0.4, 0.3, 0.2, 0.1 };
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float4 psMain(vsOutput input) : SV_TARGET
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{
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float2 uv = input.texCoord;
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float aspectRatio = TargetWidth/TargetHeight;
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float4 fx = FxTexture.Sample(samLinear, uv);
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float angle = (Angle + FxAngleFactor * fx.r * 360)* 3.141578/180;
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float2 dir = float2(cos(angle), sin(angle) );
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float strength = Size * (1 + FxSizeFactor * fx.g);
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dir *= strength / NumberOfSamples;
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dir.y *= aspectRatio;
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float2 pos = dir;
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float4 c = InputTexture.Sample(samLinear, input.texCoord);
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float totalWeight = 1;
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for (int i = 0; i < NumberOfSamples; ++i)
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{
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float index = (float)i*(WEIGHT_COUNT - 1)/NumberOfSamples;
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float weight = lerp(Gauss[(int)index], Gauss[(int)index + 1], frac(index));
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c += InputTexture.Sample(samLinear, input.texCoord + pos)*weight;
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c += InputTexture.Sample(samLinear, input.texCoord - pos)*weight;
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pos += dir;
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totalWeight += 2*weight;
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}
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c.rgb = c/totalWeight;
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c.a = clamp(c.a/totalWeight, 0,1);
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return clamp(c,0,1000);
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}
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