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author ImJezze <jezze@gmx.net>2016-02-25 20:58:49 +0100
committer ImJezze <jezze@gmx.net>2016-02-25 20:58:49 +0100
commit11395616ddde568531c640a461d70d526bb112ab (patch)
treeda10a28ca80608fb6f6f009e2d8e78facb4cb5e1 /hlsl
parentd44f8f4c2bdf19fdd55a45c779b746160d90d4fa (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')
-rw-r--r--hlsl/bloom.fx22
-rw-r--r--hlsl/downsample.fx21
-rw-r--r--hlsl/post.fx38
3 files changed, 44 insertions, 37 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx
index 1ee152adfec..47cc04c47ed 100644
--- a/hlsl/bloom.fx
+++ b/hlsl/bloom.fx
@@ -202,8 +202,9 @@ float random(float2 seed)
uniform float2 ScreenDims;
uniform float2 TargetDims;
-uniform float2 SourceRect;
+uniform float2 SourceDims;
+// level dimensions not necessary anymore?
uniform float2 Level0Size;
uniform float4 Level12Size;
uniform float4 Level34Size;
@@ -211,6 +212,8 @@ uniform float4 Level56Size;
uniform float4 Level78Size;
uniform float4 Level9ASize;
+uniform bool VectorScreen = false;
+
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
@@ -226,12 +229,17 @@ VS_OUTPUT vs_main(VS_INPUT Input)
float2 TexCoord = Input.Position.xy / ScreenDims;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
- Output.TexCoord0 = TexCoord;
- Output.TexCoord12 = TexCoord.xyxy + (0.5f / Level12Size);
- Output.TexCoord34 = TexCoord.xyxy + (0.5f / Level34Size);
- Output.TexCoord56 = TexCoord.xyxy + (0.5f / Level56Size);
- Output.TexCoord78 = TexCoord.xyxy + (0.5f / Level78Size);
- Output.TexCoord9A = TexCoord.xyxy + (0.5f / Level9ASize);
+ Output.TexCoord0 = TexCoord.xy; // + (0.5f / Level0Size);
+
+ TexCoord += VectorScreen
+ ? 0.5f / TargetDims.xy
+ : 0.5f / SourceDims.xy;
+
+ Output.TexCoord12 = TexCoord.xyxy; // + (0.5f / Level12Size);
+ Output.TexCoord34 = TexCoord.xyxy; // + (0.5f / Level34Size);
+ Output.TexCoord56 = TexCoord.xyxy; // + (0.5f / Level56Size);
+ Output.TexCoord78 = TexCoord.xyxy; // + (0.5f / Level78Size);
+ Output.TexCoord9A = TexCoord.xyxy; // + (0.5f / Level9ASize);
return Output;
}
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx
index 3afcdc703dd..fad2ef8341f 100644
--- a/hlsl/downsample.fx
+++ b/hlsl/downsample.fx
@@ -57,6 +57,8 @@ uniform float2 SourceDims;
uniform float2 SourceRect;
uniform float2 QuadDims;
+uniform int BloomLevel;
+
uniform bool VectorScreen;
static const float2 Coord0Offset = float2(-0.5f, -0.5f);
@@ -68,9 +70,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
- float2 TargetTexelDims = 1.0f / TargetDims;
- float2 ScreenTexelDims = 1.0f / ScreenDims;
- float2 SourceTexelDims = 1.0f / SourceDims;
+ float2 HalfTargetTexelDims = 0.5f / TargetDims;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
@@ -83,17 +83,10 @@ VS_OUTPUT vs_main(VS_INPUT Input)
float2 TexCoord = Input.Position.xy / ScreenDims;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
- float2 VectorTexelOffset = ScreenTexelDims * -0.5;
- float2 RasterTexelOffset = SourceTexelDims * (0.5f * SourceRect) * (1.0f - (QuadDims / ScreenDims));
-
- TexCoord += VectorScreen
- ? VectorTexelOffset
- : RasterTexelOffset;
-
- Output.TexCoord01.xy = TexCoord + Coord0Offset * TargetTexelDims;
- Output.TexCoord01.zw = TexCoord + Coord1Offset * TargetTexelDims;
- Output.TexCoord23.xy = TexCoord + Coord2Offset * TargetTexelDims;
- Output.TexCoord23.zw = TexCoord + Coord3Offset * TargetTexelDims;
+ Output.TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims;
+ Output.TexCoord01.zw = TexCoord + Coord1Offset * HalfTargetTexelDims;
+ Output.TexCoord23.xy = TexCoord + Coord2Offset * HalfTargetTexelDims;
+ Output.TexCoord23.zw = TexCoord + Coord3Offset * HalfTargetTexelDims;
return Output;
}
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);