diff options
Diffstat (limited to 'hlsl/bloom.fx')
-rw-r--r-- | hlsl/bloom.fx | 26 |
1 files changed, 9 insertions, 17 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx index f766bf9ee39..9fabe14efcd 100644 --- a/hlsl/bloom.fx +++ b/hlsl/bloom.fx @@ -1,7 +1,11 @@ // license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- -// Effect File Variables +// Bloom Effect +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Sampler Definitions //----------------------------------------------------------------------------- texture DiffuseA; @@ -304,13 +308,13 @@ float4 ps_main(PS_INPUT Input) : COLOR float2 NoiseCoord = Input.TexCoord01.xy; float3 NoiseFactor = GetNoiseFactor(bloom, random(NoiseCoord)); - + blend = texel0 + bloom * NoiseFactor; } // darken else - { + { texel1 = min(texel0, texel1); texel2 = min(texel0, texel2); texel3 = min(texel0, texel3); @@ -339,27 +343,15 @@ float4 ps_main(PS_INPUT Input) : COLOR } //----------------------------------------------------------------------------- -// Bloom Effect +// Bloom Technique //----------------------------------------------------------------------------- -technique TestTechnique +technique DefaultTechnique { 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(); } |