tooll3--t3
52 行
1.4 KiB
HLSL
52 行
1.4 KiB
HLSL
cbuffer ParamConstants : register(b0)
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{
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float4 Color;
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float SampleRadius;
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float Strength;
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float Contrast;
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float MixOriginal;
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}
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cbuffer Resolution : register(b1)
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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> Image : register(t0);
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sampler texSampler : register(s0);
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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 width, height;
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Image.GetDimensions(width, height);
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float sx = SampleRadius / width;
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float sy = SampleRadius / height;
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float4 y1= Image.Sample(texSampler, float2(uv.x, uv.y + sy));
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float4 y2= Image.Sample(texSampler, float2(uv.x, uv.y - sy));
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float4 x1= Image.Sample(texSampler, float2(uv.x + sx, uv.y));
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float4 x2= Image.Sample(texSampler, float2(uv.x - sx, uv.y));
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float4 m = Image.Sample(texSampler, float2(uv.x, uv.y));
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float average = (
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abs(x1.r-m.r) + abs(x2.r-m.r) + abs(y1.r - m.r) +abs(y2.r - m.r) +
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abs(x1.g-m.g) + abs(x2.g-m.g) + abs(y1.g - m.g) +abs(y2.g - m.g) +
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abs(x1.b-m.b) + abs(x2.b-m.b) + abs(y1.b - m.b) +abs(y2.b - m.b)
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) * Strength + Contrast;
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float4 edgeColor = clamp(float4(average,average,average,1),0 , 10000) * Color;
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return lerp(edgeColor, m, MixOriginal);
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} |