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author ImJezze <jezze@gmx.net>2015-12-20 13:57:28 +0100
committer ImJezze <jezze@gmx.net>2015-12-20 13:57:28 +0100
commitb1f1300517ef287411a5d4aa25cac4e89a65b6e5 (patch)
tree7cd8bb01f1b31d2a53164227849aa2e63fae31ec /hlsl/focus.fx
parent4e580a77b9da9b78aba1fec8e44b1de5a4a14aaf (diff)
Made defocus strength equal for x/y and independent from screen size
- defocus is now independent from screen size and ratio - horizontal and vertical defocus now have the same strength - replaced asymmetric defocus kernel by a symmetric kernel - defocus is now limited to a maximum of 10 - added shader uniforms for orientation and rotation settings
Diffstat (limited to 'hlsl/focus.fx')
-rw-r--r--hlsl/focus.fx101
1 files changed, 51 insertions, 50 deletions
diff --git a/hlsl/focus.fx b/hlsl/focus.fx
index ffa763e06d4..af0d9314d32 100644
--- a/hlsl/focus.fx
+++ b/hlsl/focus.fx
@@ -25,14 +25,7 @@ struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
- float2 TexCoord0 : TEXCOORD0;
- float2 TexCoord1 : TEXCOORD1;
- float2 TexCoord2 : TEXCOORD2;
- float2 TexCoord3 : TEXCOORD3;
- float2 TexCoord4 : TEXCOORD4;
- float2 TexCoord5 : TEXCOORD5;
- float2 TexCoord6 : TEXCOORD6;
- float2 TexCoord7 : TEXCOORD7;
+ float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
@@ -45,39 +38,31 @@ struct VS_INPUT
struct PS_INPUT
{
float4 Color : COLOR0;
- float2 TexCoord0 : TEXCOORD0;
- float2 TexCoord1 : TEXCOORD1;
- float2 TexCoord2 : TEXCOORD2;
- float2 TexCoord3 : TEXCOORD3;
- float2 TexCoord4 : TEXCOORD4;
- float2 TexCoord5 : TEXCOORD5;
- float2 TexCoord6 : TEXCOORD6;
- float2 TexCoord7 : TEXCOORD7;
+ float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
+// Functions
+//-----------------------------------------------------------------------------
+
+bool xor(bool a, bool b)
+{
+ return (a || b) && !(a && b);
+}
+
+//-----------------------------------------------------------------------------
// Simple Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
-
-uniform float2 Defocus = float2(0.0f, 0.0f);
-
-float2 Coord1Offset = float2(-0.2f, -0.6f);
-float2 Coord2Offset = float2( 0.4f, -0.4f);
-float2 Coord3Offset = float2( 0.6f, 0.2f);
-float2 Coord4Offset = float2( 0.2f, 0.6f);
-float2 Coord5Offset = float2(-0.4f, 0.6f);
-float2 Coord6Offset = float2(-0.6f, 0.2f);
-float2 Coord7Offset = float2(-0.6f, -0.4f);
+uniform float2 SourceRect;
+uniform float2 QuadDims;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
- float2 ScreenTexelDims = 1.0f / ScreenDims;
-
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y; // flip y
@@ -87,15 +72,8 @@ VS_OUTPUT vs_main(VS_INPUT Input)
float2 TexCoord = Input.TexCoord;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
- Output.TexCoord0 = TexCoord;
- Output.TexCoord1 = TexCoord + Coord1Offset * ScreenTexelDims * Defocus;
- Output.TexCoord2 = TexCoord + Coord2Offset * ScreenTexelDims * Defocus;
- Output.TexCoord3 = TexCoord + Coord3Offset * ScreenTexelDims * Defocus;
- Output.TexCoord4 = TexCoord + Coord4Offset * ScreenTexelDims * Defocus;
- Output.TexCoord5 = TexCoord + Coord5Offset * ScreenTexelDims * Defocus;
- Output.TexCoord6 = TexCoord + Coord6Offset * ScreenTexelDims * Defocus;
- Output.TexCoord7 = TexCoord + Coord7Offset * ScreenTexelDims * Defocus;
-
+ Output.TexCoord = TexCoord;
+
Output.Color = Input.Color;
return Output;
@@ -105,21 +83,44 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Simple Pixel Shader
//-----------------------------------------------------------------------------
+float2 Coord1Offset = float2( 0.75f, 0.50f);
+float2 Coord2Offset = float2( 0.25f, 1.00f);
+float2 Coord3Offset = float2(-0.50f, 0.75f);
+float2 Coord4Offset = float2(-1.00f, 0.25f);
+float2 Coord5Offset = float2(-0.75f, -0.50f);
+float2 Coord6Offset = float2(-0.25f, -1.00f);
+float2 Coord7Offset = float2( 0.50f, -0.75f);
+float2 Coord8Offset = float2( 1.00f, -0.25f);
+
+uniform float2 Defocus = float2(0.0f, 0.0f);
+
+uniform bool OrientationSwapXY = false; // false landscape, true portrait for default screen orientation
+uniform bool RotationSwapXY = false; // swapped default screen orientation due to screen rotation
+
float4 ps_main(PS_INPUT Input) : COLOR
{
- float4 d0 = tex2D(DiffuseSampler, Input.TexCoord0);
- float3 d1 = tex2D(DiffuseSampler, Input.TexCoord1).rgb;
- float3 d2 = tex2D(DiffuseSampler, Input.TexCoord2).rgb;
- float3 d3 = tex2D(DiffuseSampler, Input.TexCoord3).rgb;
- float3 d4 = tex2D(DiffuseSampler, Input.TexCoord4).rgb;
- float3 d5 = tex2D(DiffuseSampler, Input.TexCoord5).rgb;
- float3 d6 = tex2D(DiffuseSampler, Input.TexCoord6).rgb;
- float3 d7 = tex2D(DiffuseSampler, Input.TexCoord7).rgb;
-
- float3 blurred = (d0.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7) / 8.0f;
- blurred = lerp(d0.rgb, blurred, 1.0f);
-
- return float4(blurred, d0.a);
+ float2 QuadRatio =
+ float2(1.0f, xor(OrientationSwapXY, RotationSwapXY)
+ ? QuadDims.y / QuadDims.x
+ : QuadDims.x / QuadDims.y);
+
+ // imaginary texel dimensions independed from quad dimensions, but dependend on quad ratio
+ float2 DefocusTexelDims = (1.0f / 1024.0) * SourceRect * QuadRatio * Defocus;
+
+ float4 d = tex2D(DiffuseSampler, Input.TexCoord);
+ float3 d1 = tex2D(DiffuseSampler, Input.TexCoord + Coord1Offset * DefocusTexelDims).rgb;
+ float3 d2 = tex2D(DiffuseSampler, Input.TexCoord + Coord2Offset * DefocusTexelDims).rgb;
+ float3 d3 = tex2D(DiffuseSampler, Input.TexCoord + Coord3Offset * DefocusTexelDims).rgb;
+ float3 d4 = tex2D(DiffuseSampler, Input.TexCoord + Coord4Offset * DefocusTexelDims).rgb;
+ float3 d5 = tex2D(DiffuseSampler, Input.TexCoord + Coord5Offset * DefocusTexelDims).rgb;
+ float3 d6 = tex2D(DiffuseSampler, Input.TexCoord + Coord6Offset * DefocusTexelDims).rgb;
+ float3 d7 = tex2D(DiffuseSampler, Input.TexCoord + Coord7Offset * DefocusTexelDims).rgb;
+ float3 d8 = tex2D(DiffuseSampler, Input.TexCoord + Coord8Offset * DefocusTexelDims).rgb;
+
+ float3 blurred = (d.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7 + d8) / 9.0f;
+ blurred = lerp(d.rgb, blurred, 1.0f);
+
+ return float4(blurred, d.a);
}
//-----------------------------------------------------------------------------