diff options
author | 2016-02-25 20:58:49 +0100 | |
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committer | 2016-02-25 20:58:49 +0100 | |
commit | 11395616ddde568531c640a461d70d526bb112ab (patch) | |
tree | da10a28ca80608fb6f6f009e2d8e78facb4cb5e1 /hlsl/post.fx | |
parent | d44f8f4c2bdf19fdd55a45c779b746160d90d4fa (diff) |
Bloom refactoring
- calculation of bloom dimensions is now done only once, when render
target is created
- reduced blur width for non-vector screens
- implemented shadow u/v option for source tile mode
Diffstat (limited to 'hlsl/post.fx')
-rw-r--r-- | hlsl/post.fx | 38 |
1 files changed, 22 insertions, 16 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx index d972926f629..01d83d435ff 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -97,17 +97,14 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position.xy *= 2.0f; // zoom Output.TexCoord = Input.Position.xy / ScreenDims; - Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) - Output.SourceCoord = Input.TexCoord; + Output.TexCoord += PrepareBloom + ? 0.0f / TargetDims // use half texel offset (DX9) to do the blur for first bloom layer + : 0.5f / TargetDims; // fix half texel offset correction (DX9) - float2 ScreenCoordOffset = ShadowUVOffset; - ScreenCoordOffset = SwapXY - ? ShadowUVOffset.yx - : ShadowUVOffset.xy; + Output.SourceCoord = Input.TexCoord; Output.ScreenCoord = Input.Position.xy / ScreenDims; - Output.ScreenCoord += ScreenCoordOffset / ScreenDims; Output.Color = Input.Color; @@ -173,22 +170,31 @@ float4 ps_main(PS_INPUT Input) : COLOR float4 BaseColor = tex2D(DiffuseSampler, TexCoord); BaseColor.a = 1.0f; - clip(TexCoord < 0.0f || TexCoord > 1.0f ? -1 : 1); + // keep border + if (!PrepareBloom) + { + // clip border + clip(TexCoord < 0.0f || TexCoord > 1.0f ? -1 : 1); + } // Mask Simulation (may not affect bloom) if (!PrepareBloom && ShadowAlpha > 0.0f) { + float2 shadowUVOffset = ShadowUVOffset; + shadowUVOffset = SwapXY + ? ShadowUVOffset.yx + : ShadowUVOffset.xy; + float2 shadowDims = ShadowDims; shadowDims = SwapXY ? shadowDims.yx : shadowDims.xy; float2 shadowUV = ShadowUV; - // shadowUV = SwapXY - // ? shadowUV.yx - // : shadowUV.xy; - float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : SourceCoord; + float2 screenCoord = ShadowTileMode == 0 + ? ScreenCoord + shadowUVOffset / ScreenDims + : SourceCoord + shadowUVOffset / SourceDims; screenCoord = SwapXY ? screenCoord.yx : screenCoord.xy; @@ -198,17 +204,17 @@ float4 ps_main(PS_INPUT Input) : COLOR ? shadowCount.yx : shadowCount.xy; - float2 shadowTile = (ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount; + float2 shadowTile = ShadowTileMode == 0 + ? ScreenTexelDims * shadowCount + : SourceTexelDims * shadowCount; shadowTile = SwapXY ? shadowTile.yx : shadowTile.xy; float2 ShadowFrac = frac(screenCoord / shadowTile); + float2 ShadowCoord = (ShadowFrac * shadowUV); ShadowCoord += 0.5f / shadowDims; // half texel offset - // ShadowCoord = SwapXY - // ? ShadowCoord.yx - // : ShadowCoord.xy; float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord); float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha); |