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author Ryan Holtz <rholtz@batcountryentertainment.com>2013-01-21 02:40:48 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2013-01-21 02:40:48 +0000
commitd157249cb74fe849effaef21c1676a8cf17474e4 (patch)
treedb3388ea55fde34ff34e5f9f42da0521ebc6ea5e /hlsl/bloom.fx
parent7f3372abf3800e185fa56b51d137e0c47e3357df (diff)
d3dhlsl.c: Add preliminary vector post-processing. [MooglyGuy]
Diffstat (limited to 'hlsl/bloom.fx')
-rw-r--r--hlsl/bloom.fx242
1 files changed, 242 insertions, 0 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx
new file mode 100644
index 00000000000..cf8b603cece
--- /dev/null
+++ b/hlsl/bloom.fx
@@ -0,0 +1,242 @@
+//-----------------------------------------------------------------------------
+// Effect File Variables
+//-----------------------------------------------------------------------------
+
+texture DiffuseA;
+texture DiffuseB;
+texture DiffuseC;
+texture DiffuseD;
+texture DiffuseE;
+texture DiffuseF;
+texture DiffuseG;
+texture DiffuseH;
+texture DiffuseI;
+texture DiffuseJ;
+texture DiffuseK;
+
+sampler DiffuseSampler0 = sampler_state
+{
+ Texture = <DiffuseA>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+sampler DiffuseSampler1 = sampler_state
+{
+ Texture = <DiffuseB>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+sampler DiffuseSampler2 = sampler_state
+{
+ Texture = <DiffuseC>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+sampler DiffuseSampler3 = sampler_state
+{
+ Texture = <DiffuseD>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+sampler DiffuseSampler4 = sampler_state
+{
+ Texture = <DiffuseE>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+sampler DiffuseSampler5 = sampler_state
+{
+ Texture = <DiffuseF>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+sampler DiffuseSampler6 = sampler_state
+{
+ Texture = <DiffuseG>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+sampler DiffuseSampler7 = sampler_state
+{
+ Texture = <DiffuseH>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+sampler DiffuseSampler8 = sampler_state
+{
+ Texture = <DiffuseI>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+sampler DiffuseSampler9 = sampler_state
+{
+ Texture = <DiffuseJ>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+sampler DiffuseSampler10 = sampler_state
+{
+ Texture = <DiffuseK>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+//-----------------------------------------------------------------------------
+// Vertex Definitions
+//-----------------------------------------------------------------------------
+
+struct VS_OUTPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct VS_INPUT
+{
+ float3 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+//-----------------------------------------------------------------------------
+// Bloom Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float2 TargetSize;
+
+uniform float DiffuseScaleA;
+uniform float DiffuseScaleB;
+uniform float DiffuseScaleC;
+uniform float DiffuseScaleD;
+uniform float DiffuseScaleE;
+uniform float DiffuseScaleF;
+uniform float DiffuseScaleG;
+uniform float DiffuseScaleH;
+uniform float DiffuseScaleI;
+uniform float DiffuseScaleJ;
+uniform float DiffuseScaleK;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ Output.Position = float4(Input.Position.xyz, 1.0f);
+ Output.Position.xy /= TargetSize;
+ Output.Position.y = 1.0f - Output.Position.y;
+ Output.Position.xy -= float2(0.5f, 0.5f);
+ Output.Position.xy *= float2(2.0f, 2.0f);
+ Output.Color = Input.Color;
+ float2 inversePixel = 1.0f / TargetSize;
+ Output.TexCoord = Input.Position.xy * inversePixel;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Bloom Pixel Shader
+//-----------------------------------------------------------------------------
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb * DiffuseScaleA * 1.00f;
+ float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb * DiffuseScaleB * 0.95f;
+ float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb * DiffuseScaleC * 0.85f;
+ float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb * DiffuseScaleD * 0.75f;
+ float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb * DiffuseScaleE * 0.65f;
+ float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb * DiffuseScaleF * 0.55f;
+ float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb * DiffuseScaleG * 0.45f;
+ float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb * DiffuseScaleH * 0.35f;
+ float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb * DiffuseScaleI * 0.25f;
+ float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb * DiffuseScaleJ * 0.15f;
+ float3 texel10 = tex2D(DiffuseSampler10, Input.TexCoord).rgb * DiffuseScaleK * 0.10f;
+ return float4(texel0 + texel1 + texel2 + texel3 + texel4 +
+ texel5 + texel6 + texel7 + texel8 + texel9 + texel10, 1.0f);
+}
+
+//-----------------------------------------------------------------------------
+// Downsample Effect
+//-----------------------------------------------------------------------------
+
+technique TestTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ Sampler[0] = <DiffuseSampler0>; // 2048x2048
+ Sampler[1] = <DiffuseSampler1>; // 1024x1024
+ Sampler[2] = <DiffuseSampler2>; // 512x512
+ Sampler[3] = <DiffuseSampler3>; // 256x256
+ Sampler[4] = <DiffuseSampler4>; // 128x128
+ Sampler[5] = <DiffuseSampler5>; // 64x64
+ Sampler[6] = <DiffuseSampler6>; // 32x32
+ Sampler[7] = <DiffuseSampler7>; // 16x16
+ Sampler[8] = <DiffuseSampler8>; // 8x8
+ Sampler[9] = <DiffuseSampler9>; // 4x4
+ Sampler[10] = <DiffuseSampler10>; // 2x2
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}