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-rw-r--r--hlsl/focus.fx50
1 files changed, 26 insertions, 24 deletions
diff --git a/hlsl/focus.fx b/hlsl/focus.fx
index 138ad0eea6d..6758d51fdc3 100644
--- a/hlsl/focus.fx
+++ b/hlsl/focus.fx
@@ -78,36 +78,38 @@ VS_OUTPUT vs_main(VS_INPUT Input)
uniform float2 Defocus = float2(0.0f, 0.0f);
-static const float2 Coord1Offset = float2( 0.75f, 0.50f);
-static const float2 Coord2Offset = float2( 0.25f, 1.00f);
-static const float2 Coord3Offset = float2(-0.50f, 0.75f);
-static const float2 Coord4Offset = float2(-1.00f, 0.25f);
-static const float2 Coord5Offset = float2(-0.75f, -0.50f);
-static const float2 Coord6Offset = float2(-0.25f, -1.00f);
-static const float2 Coord7Offset = float2( 0.50f, -0.75f);
-static const float2 Coord8Offset = float2( 1.00f, -0.25f);
+// previously this pass was applied two times with offsets of 0.25, 0.5, 0.75, 1.0
+// now this pass is applied only once with offsets of 0.25, 0.55, 1.0, 1.6 to achieve the same appearance as before till a maximum defocus of 2.0
+static const float2 CoordOffset8[8] =
+{
+ // 0.075x² + 0.225x + 0.25
+ float2(-1.60f, 0.25f),
+ float2(-1.00f, -0.55f),
+ float2(-0.55f, 1.00f),
+ float2(-0.25f, -1.60f),
+ float2( 0.25f, 1.60f),
+ float2( 0.55f, -1.00f),
+ float2( 1.00f, 0.55f),
+ float2( 1.60f, -0.25f),
+};
float4 ps_main(PS_INPUT Input) : COLOR
{
- // imaginary texel dimensions independed from screen dimension, but ratio
- float2 TexelDims = (1.0f / 1024);
+ // imaginary texel dimensions independed from source and target dimension
+ float2 TexelDims = (1.0f / 1024.0f);
float2 DefocusTexelDims = Defocus * TexelDims;
- float4 d = tex2D(DiffuseSampler, Input.TexCoord);
- float3 d1 = tex2D(DiffuseSampler, Input.TexCoord + Coord1Offset * DefocusTexelDims).rgb;
- float3 d2 = tex2D(DiffuseSampler, Input.TexCoord + Coord2Offset * DefocusTexelDims).rgb;
- float3 d3 = tex2D(DiffuseSampler, Input.TexCoord + Coord3Offset * DefocusTexelDims).rgb;
- float3 d4 = tex2D(DiffuseSampler, Input.TexCoord + Coord4Offset * DefocusTexelDims).rgb;
- float3 d5 = tex2D(DiffuseSampler, Input.TexCoord + Coord5Offset * DefocusTexelDims).rgb;
- float3 d6 = tex2D(DiffuseSampler, Input.TexCoord + Coord6Offset * DefocusTexelDims).rgb;
- float3 d7 = tex2D(DiffuseSampler, Input.TexCoord + Coord7Offset * DefocusTexelDims).rgb;
- float3 d8 = tex2D(DiffuseSampler, Input.TexCoord + Coord8Offset * DefocusTexelDims).rgb;
+ float3 texel = tex2D(DiffuseSampler, Input.TexCoord).rgb;
+ float samples = 1.0f;
- float3 blurred = (d.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7 + d8) / 9.0f;
- blurred = lerp(d.rgb, blurred, 1.0f);
+ for (int i = 0; i < 8; i++)
+ {
+ texel += tex2D(DiffuseSampler, Input.TexCoord + CoordOffset8[i] * DefocusTexelDims).rgb;
+ samples += 1.0f;
+ }
- return float4(blurred, d.a);
+ return float4(texel / samples, 1.0f);
}
//-----------------------------------------------------------------------------
@@ -120,7 +122,7 @@ technique DefaultTechnique
{
Lighting = FALSE;
- VertexShader = compile vs_2_0 vs_main();
- PixelShader = compile ps_2_0 ps_main();
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
}
}