From b1f1300517ef287411a5d4aa25cac4e89a65b6e5 Mon Sep 17 00:00:00 2001 From: ImJezze Date: Sun, 20 Dec 2015 13:57:28 +0100 Subject: Made defocus strength equal for x/y and independent from screen size - defocus is now independent from screen size and ratio - horizontal and vertical defocus now have the same strength - replaced asymmetric defocus kernel by a symmetric kernel - defocus is now limited to a maximum of 10 - added shader uniforms for orientation and rotation settings --- hlsl/focus.fx | 101 +++++++++++++++++++++++++++++----------------------------- 1 file changed, 51 insertions(+), 50 deletions(-) (limited to 'hlsl/focus.fx') diff --git a/hlsl/focus.fx b/hlsl/focus.fx index ffa763e06d4..af0d9314d32 100644 --- a/hlsl/focus.fx +++ b/hlsl/focus.fx @@ -25,14 +25,7 @@ struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; - float2 TexCoord0 : TEXCOORD0; - float2 TexCoord1 : TEXCOORD1; - float2 TexCoord2 : TEXCOORD2; - float2 TexCoord3 : TEXCOORD3; - float2 TexCoord4 : TEXCOORD4; - float2 TexCoord5 : TEXCOORD5; - float2 TexCoord6 : TEXCOORD6; - float2 TexCoord7 : TEXCOORD7; + float2 TexCoord : TEXCOORD0; }; struct VS_INPUT @@ -45,39 +38,31 @@ struct VS_INPUT struct PS_INPUT { float4 Color : COLOR0; - float2 TexCoord0 : TEXCOORD0; - float2 TexCoord1 : TEXCOORD1; - float2 TexCoord2 : TEXCOORD2; - float2 TexCoord3 : TEXCOORD3; - float2 TexCoord4 : TEXCOORD4; - float2 TexCoord5 : TEXCOORD5; - float2 TexCoord6 : TEXCOORD6; - float2 TexCoord7 : TEXCOORD7; + float2 TexCoord : TEXCOORD0; }; +//----------------------------------------------------------------------------- +// Functions +//----------------------------------------------------------------------------- + +bool xor(bool a, bool b) +{ + return (a || b) && !(a && b); +} + //----------------------------------------------------------------------------- // Simple Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 TargetDims; - -uniform float2 Defocus = 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); -float2 Coord4Offset = float2( 0.2f, 0.6f); -float2 Coord5Offset = float2(-0.4f, 0.6f); -float2 Coord6Offset = float2(-0.6f, 0.2f); -float2 Coord7Offset = float2(-0.6f, -0.4f); +uniform float2 SourceRect; +uniform float2 QuadDims; 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; // flip y @@ -87,15 +72,8 @@ VS_OUTPUT vs_main(VS_INPUT Input) float2 TexCoord = Input.TexCoord; TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) - Output.TexCoord0 = TexCoord; - 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.TexCoord = TexCoord; + Output.Color = Input.Color; return Output; @@ -105,21 +83,44 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Simple Pixel Shader //----------------------------------------------------------------------------- +float2 Coord1Offset = float2( 0.75f, 0.50f); +float2 Coord2Offset = float2( 0.25f, 1.00f); +float2 Coord3Offset = float2(-0.50f, 0.75f); +float2 Coord4Offset = float2(-1.00f, 0.25f); +float2 Coord5Offset = float2(-0.75f, -0.50f); +float2 Coord6Offset = float2(-0.25f, -1.00f); +float2 Coord7Offset = float2( 0.50f, -0.75f); +float2 Coord8Offset = float2( 1.00f, -0.25f); + +uniform float2 Defocus = float2(0.0f, 0.0f); + +uniform bool OrientationSwapXY = false; // false landscape, true portrait for default screen orientation +uniform bool RotationSwapXY = false; // swapped default screen orientation due to screen rotation + float4 ps_main(PS_INPUT Input) : COLOR { - float4 d0 = tex2D(DiffuseSampler, Input.TexCoord0); - float3 d1 = tex2D(DiffuseSampler, Input.TexCoord1).rgb; - float3 d2 = tex2D(DiffuseSampler, Input.TexCoord2).rgb; - float3 d3 = tex2D(DiffuseSampler, Input.TexCoord3).rgb; - float3 d4 = tex2D(DiffuseSampler, Input.TexCoord4).rgb; - float3 d5 = tex2D(DiffuseSampler, Input.TexCoord5).rgb; - float3 d6 = tex2D(DiffuseSampler, Input.TexCoord6).rgb; - 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); + float2 QuadRatio = + float2(1.0f, xor(OrientationSwapXY, RotationSwapXY) + ? QuadDims.y / QuadDims.x + : QuadDims.x / QuadDims.y); + + // imaginary texel dimensions independed from quad dimensions, but dependend on quad ratio + float2 DefocusTexelDims = (1.0f / 1024.0) * SourceRect * QuadRatio * Defocus; + + 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 blurred = (d.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7 + d8) / 9.0f; + blurred = lerp(d.rgb, blurred, 1.0f); + + return float4(blurred, d.a); } //----------------------------------------------------------------------------- -- cgit v1.2.3