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-rw-r--r--hlsl/focus.fx42
1 files changed, 28 insertions, 14 deletions
diff --git a/hlsl/focus.fx b/hlsl/focus.fx
index 6cb8cbdc56f..0e0c64a43c0 100644
--- a/hlsl/focus.fx
+++ b/hlsl/focus.fx
@@ -6,7 +6,7 @@ texture Diffuse;
sampler DiffuseSampler = sampler_state
{
- Texture = <Diffuse>;
+ Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@@ -59,8 +59,11 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
+
uniform float2 Defocus = float2(0.0f, 0.0f);
+uniform float2 Prescale = float2(8.0f, 8.0f);
+
float2 Coord0Offset = float2( 0.0f, 0.0f);
float2 Coord1Offset = float2(-0.2f, -0.6f);
float2 Coord2Offset = float2( 0.4f, -0.4f);
@@ -73,24 +76,31 @@ float2 Coord7Offset = float2(-0.6f, -0.4f);
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;
Output.Position.xy -= 0.5f;
- Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
- Output.Color = Input.Color;
+ Output.Position.xy *= 2.0f;
+
+ // todo: there is an offset which can be noticed at lower prescale in high-resolution
+ float2 FocusPrescaleOffset = ScreenTexelDims / Prescale;
- float2 InvTexSize = 1.0f / ScreenDims;
float2 TexCoord = Input.TexCoord;
- Output.TexCoord0 = TexCoord + Coord0Offset * InvTexSize * Defocus;
- Output.TexCoord1 = TexCoord + Coord1Offset * InvTexSize * Defocus;
- Output.TexCoord2 = TexCoord + Coord2Offset * InvTexSize * Defocus;
- Output.TexCoord3 = TexCoord + Coord3Offset * InvTexSize * Defocus;
- Output.TexCoord4 = TexCoord + Coord4Offset * InvTexSize * Defocus;
- Output.TexCoord5 = TexCoord + Coord5Offset * InvTexSize * Defocus;
- Output.TexCoord6 = TexCoord + Coord6Offset * InvTexSize * Defocus;
- Output.TexCoord7 = TexCoord + Coord7Offset * InvTexSize * Defocus;
+ TexCoord += FocusPrescaleOffset;
+
+ Output.TexCoord0 = TexCoord + Coord0Offset * ScreenTexelDims * Defocus;
+ 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.Color = Input.Color;
return Output;
}
@@ -114,6 +124,10 @@ float4 ps_main(PS_INPUT Input) : COLOR
blurred = lerp(d0.rgb, blurred, 1.0f);
return float4(blurred, d0.a);
+
+ // float4 texel = tex2D(DiffuseSampler, Input.TexCoord0);
+
+ // return float4(texel.rgb, 1.0f);
}
//-----------------------------------------------------------------------------
@@ -129,6 +143,6 @@ technique TestTechnique
Sampler[0] = <DiffuseSampler>;
VertexShader = compile vs_2_0 vs_main();
- PixelShader = compile ps_2_0 ps_main();
+ PixelShader = compile ps_2_0 ps_main();
}
}