diff options
Diffstat (limited to 'hlsl/focus.fx')
-rw-r--r-- | hlsl/focus.fx | 43 |
1 files changed, 16 insertions, 27 deletions
diff --git a/hlsl/focus.fx b/hlsl/focus.fx index a7c6c7ae8f2..b71bc0dcdc6 100644 --- a/hlsl/focus.fx +++ b/hlsl/focus.fx @@ -40,7 +40,6 @@ struct VS_INPUT float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; - float2 Unused : TEXCOORD1; }; struct PS_INPUT @@ -61,12 +60,10 @@ struct PS_INPUT //----------------------------------------------------------------------------- uniform float2 ScreenDims; +uniform float2 TargetDims; 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); float2 Coord3Offset = float2( 0.6f, 0.2f); @@ -79,28 +76,24 @@ VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - float2 ScreenTexelDims = 1.0f / ScreenDims; + float2 TargetTexelDims = 1.0f / TargetDims; 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.xy *= 2.0f; - - // todo: there is an offset which can be noticed at lower prescale in high-resolution - float2 FocusPrescaleOffset = ScreenTexelDims / Prescale; + Output.Position.y = 1.0f - Output.Position.y; // flip y + Output.Position.xy -= 0.5f; // center + Output.Position.xy *= 2.0f; // zoom - float2 TexCoord = Input.TexCoord; - 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; + float2 TexCoord = Input.TexCoord + 0.5f / TargetDims; + + Output.TexCoord0 = TexCoord; + Output.TexCoord1 = TexCoord + Coord1Offset * TargetTexelDims * Defocus; + Output.TexCoord2 = TexCoord + Coord2Offset * TargetTexelDims * Defocus; + Output.TexCoord3 = TexCoord + Coord3Offset * TargetTexelDims * Defocus; + Output.TexCoord4 = TexCoord + Coord4Offset * TargetTexelDims * Defocus; + Output.TexCoord5 = TexCoord + Coord5Offset * TargetTexelDims * Defocus; + Output.TexCoord6 = TexCoord + Coord6Offset * TargetTexelDims * Defocus; + Output.TexCoord7 = TexCoord + Coord7Offset * TargetTexelDims * Defocus; Output.Color = Input.Color; @@ -123,13 +116,9 @@ float4 ps_main(PS_INPUT Input) : COLOR float3 d7 = tex2D(DiffuseSampler, Input.TexCoord7).rgb; float3 blurred = (d0.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7) / 8.0f; - blurred = lerp(d0.rgb, blurred, 1.0f); + return float4(blurred, d0.a); - - // float4 texel = tex2D(DiffuseSampler, Input.TexCoord0); - - // return float4(texel.rgb, 1.0f); } //----------------------------------------------------------------------------- |