diff options
Diffstat (limited to 'hlsl/bloom.fx')
-rw-r--r-- | hlsl/bloom.fx | 289 |
1 files changed, 145 insertions, 144 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx index cec6aa3aab7..4508459e211 100644 --- a/hlsl/bloom.fx +++ b/hlsl/bloom.fx @@ -16,123 +16,123 @@ texture DiffuseK; sampler DiffuseSampler0 = sampler_state { - Texture = <DiffuseA>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseA>; + MipFilter = NONE; + MinFilter = NONE; + MagFilter = NONE; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler1 = sampler_state { - Texture = <DiffuseB>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + 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; + 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; + 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; + 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; + 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; + 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; + 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; + 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; + Texture = <DiffuseJ>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSamplerA = sampler_state { - Texture = <DiffuseK>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseK>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; //----------------------------------------------------------------------------- @@ -141,44 +141,45 @@ sampler DiffuseSamplerA = sampler_state struct VS_OUTPUT { - float4 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; }; struct VS_INPUT { - float3 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; - float2 Unused : TEXCOORD1; + float3 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 Unused : TEXCOORD1; }; struct PS_INPUT { - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // Bloom Vertex Shader //----------------------------------------------------------------------------- -uniform float2 TargetSize; +uniform float2 ScreenSize; +uniform float2 TextureSize; 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; - Output.TexCoord = (Input.Position.xy + 0.5f) / TargetSize; - - return Output; + VS_OUTPUT Output = (VS_OUTPUT)0; + + Output.Position = float4(Input.Position.xyz, 1.0f); + Output.Position.xy /= ScreenSize; + 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; + Output.TexCoord = (Input.Position.xy + 0.5f) / ScreenSize; + + return Output; } //----------------------------------------------------------------------------- @@ -191,33 +192,33 @@ uniform float3 Level89AWeight; float4 ps_main(PS_INPUT Input) : COLOR { - float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb; - float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb; - float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb; - float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb; - float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb; - float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb; - float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb; - float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb; - float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb; - float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb; - float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb; - - texel0 = texel0 * Level0123Weight.x; - texel1 = texel1 * Level0123Weight.y; - texel2 = texel2 * Level0123Weight.z; - texel3 = texel3 * Level0123Weight.w; - texel4 = texel4 * Level4567Weight.x; - texel5 = texel5 * Level4567Weight.y; - texel6 = texel6 * Level4567Weight.z; - texel7 = texel7 * Level4567Weight.w; - texel8 = texel8 * Level89AWeight.x; - texel9 = texel9 * Level89AWeight.y; - texelA = texelA * Level89AWeight.z; - - float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 + - texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f); - return sum; + float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb; + float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb; + float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb; + float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb; + float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb; + float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb; + float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb; + float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb; + float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb; + float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb; + float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb; + + texel0 = texel0 * Level0123Weight.x; + texel1 = texel1 * Level0123Weight.y; + texel2 = texel2 * Level0123Weight.z; + texel3 = texel3 * Level0123Weight.w; + texel4 = texel4 * Level4567Weight.x; + texel5 = texel5 * Level4567Weight.y; + texel6 = texel6 * Level4567Weight.z; + texel7 = texel7 * Level4567Weight.w; + texel8 = texel8 * Level89AWeight.x; + texel9 = texel9 * Level89AWeight.y; + texelA = texelA * Level89AWeight.z; + + float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 + + texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f); + return sum; } //----------------------------------------------------------------------------- @@ -226,23 +227,23 @@ float4 ps_main(PS_INPUT Input) : COLOR 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] = <DiffuseSamplerA>; // 2x2 - - VertexShader = compile vs_3_0 vs_main(); - PixelShader = compile ps_3_0 ps_main(); - } + 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] = <DiffuseSamplerA>; // 2x2 + + VertexShader = compile vs_3_0 vs_main(); + PixelShader = compile ps_3_0 ps_main(); + } } |