DragonNest/Tools/Shaders/BloomFilter.fx
Cussrro 243fadee1d 1
2024-12-26 14:04:28 +08:00

228 lines
4.9 KiB
HLSL

//////////////////////////////////////////////////////////////////////////////////////////////
// Global Variable
//////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////
// Custom Param
//////////////////////////////////////////////////////////////////////////////////////////////
float g_fBloomScale : BLOOMSCALE;
float2 g_fPixelSize : PIXELSIZE;
texture2D g_BackBuffer : BACKBUFFER;
sampler2D g_BackBufferSampler = sampler_state
{
Texture = < g_BackBuffer >;
AddressU = Clamp;
AddressV = Clamp;
MinFilter = Point;
MagFilter = Point;
MipFilter = None;
};
texture2D g_BrightPass : DOWNSAMPLEBUFFER;
sampler2D g_BrightPassSampler = sampler_state
{
Texture = < g_BrightPass >;
AddressU = Clamp;
AddressV = Clamp;
MinFilter = Point;
MagFilter = Linear;
MipFilter = Linear;
};
texture2D g_BloomHori : HORIBLURBUFFER;
sampler2D g_BloomHoriSampler = sampler_state
{
Texture = < g_BloomHori >;
AddressU = Clamp;
AddressV = Clamp;
MinFilter = Point;
MagFilter = Linear;
MipFilter = Linear;
};
texture2D g_BloomVert : VERTBLURBUFFER;
sampler2D g_BloomVertSampler = sampler_state
{
Texture = < g_BloomVert >;
AddressU = Clamp;
AddressV = Clamp;
MinFilter = Point;
MagFilter = Linear;
MipFilter = Linear;
};
#define BLUR_COUNT 13
float2 g_BlurOffsetHori[ BLUR_COUNT ] =
{
{ -6, 0 },
{ -5, 0 },
{ -4, 0 },
{ -3, 0 },
{ -2, 0 },
{ -1, 0 },
{ 0, 0 },
{ 1, 0 },
{ 2, 0 },
{ 3, 0 },
{ 4, 0 },
{ 5, 0 },
{ 6, 0 },
};
float2 g_BlurOffsetVert[ BLUR_COUNT ] =
{
{ 0, -6 },
{ 0, -5 },
{ 0, -4 },
{ 0, -3 },
{ 0, -2 },
{ 0, -1 },
{ 0, 0 },
{ 0, 1 },
{ 0, 2 },
{ 0, 3 },
{ 0, 4 },
{ 0, 5 },
{ 0, 6 },
};
float g_fBlurWeights[ BLUR_COUNT ] =
{
0.002216,
0.008764,
0.026995,
0.064759,
0.120985,
0.176033,
0.199471,
0.176033,
0.120985,
0.064759,
0.026995,
0.008764,
0.002216,
};
//////////////////////////////////////////////////////////////////////////////////////////////
// Vertex Buffer Declaration
//////////////////////////////////////////////////////////////////////////////////////////////
struct VertexInput
{
float3 Position : POSITION;
float2 TexCoord0 : TEXCOORD0;
};
struct VertexOutput
{
float4 Position : POSITION;
float2 TexCoord0 : TEXCOORD0;
};
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Vertex Shader
//////////////////////////////////////////////////////////////////////////////////////////////
VertexOutput BloomFilterVS( VertexInput Input )
{
VertexOutput Output;
Output.Position = float4( Input.Position, 1.0f );
Output.TexCoord0 = Input.TexCoord0;
return Output;
}
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Pixel Shader
//////////////////////////////////////////////////////////////////////////////////////////////
float4 BrightPassPS( VertexOutput Input ) : COLOR0
{
float4 Result;
Result.xyz = pow( tex2D( g_BackBufferSampler, Input.TexCoord0 ).xyz, 6.0f );
Result.w = 1.0f;
return Result;
}
float4 BloomHoriPS( float2 TexCoord : TEXCOORD0 ) : COLOR0
{
int i;
float4 Result;
Result = 0.0f;
for( i = 0; i < BLUR_COUNT; i++ )
{
Result.xyz += tex2D( g_BrightPassSampler, TexCoord + g_BlurOffsetHori[ i ] * g_fPixelSize ).xyz * g_fBlurWeights[ i ] * g_fBloomScale;
}
Result.w = 1.0f;
return Result;
}
float4 BloomVertPS( VertexOutput Input ) : COLOR0
{
int i;
float4 Result;
Result = 0.0f;
for( i = 0; i < BLUR_COUNT; i++ )
{
Result.xyz += tex2D( g_BloomHoriSampler, Input.TexCoord0 + g_BlurOffsetVert[ i ] * g_fPixelSize ).xyz * g_fBlurWeights[ i ] * g_fBloomScale;
}
Result.w = 1.0f;
return Result;
}
float4 BloomCopyPS( VertexOutput Input ) : COLOR0
{
float4 Result;
Result.xyz = tex2D( g_BloomVertSampler, Input.TexCoord0 ).xyz;
Result.xyz += tex2D( g_BackBufferSampler, Input.TexCoord0 );
Result.w = 1.0f;
return Result;
}
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Technique
//////////////////////////////////////////////////////////////////////////////////////////////
technique BrightPassTech
{
pass p0
{
VertexShader = compile vs_2_0 BloomFilterVS();
PixelShader = compile ps_2_0 BrightPassPS();
}
}
technique BloomHoriTech
{
pass p0
{
VertexShader = compile vs_2_0 BloomFilterVS();
PixelShader = compile ps_2_0 BloomHoriPS();
}
}
technique BloomVertTech
{
pass p0
{
VertexShader = compile vs_2_0 BloomFilterVS();
PixelShader = compile ps_2_0 BloomVertPS();
}
}
technique BloomCopyTech
{
pass p0
{
VertexShader = compile vs_2_0 BloomFilterVS();
PixelShader = compile ps_2_0 BloomCopyPS();
}
}