// license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // Effect File Variables //----------------------------------------------------------------------------- texture DiffuseA; texture DiffuseB; texture DiffuseC; texture DiffuseD; texture DiffuseE; texture DiffuseF; texture DiffuseG; texture DiffuseH; texture DiffuseI; texture DiffuseJ; texture DiffuseK; sampler DiffuseSampler0 = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; sampler DiffuseSampler1 = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; sampler DiffuseSampler2 = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; sampler DiffuseSampler3 = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; sampler DiffuseSampler4 = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; sampler DiffuseSampler5 = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; sampler DiffuseSampler6 = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; sampler DiffuseSampler7 = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; sampler DiffuseSampler8 = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; sampler DiffuseSampler9 = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; sampler DiffuseSamplerA = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float4 TexCoord01 : TEXCOORD0; float4 TexCoord23 : TEXCOORD1; float4 TexCoord45 : TEXCOORD2; float4 TexCoord67 : TEXCOORD3; float4 TexCoord89 : TEXCOORD4; float2 TexCoordA : TEXCOORD5; }; struct VS_INPUT { float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float4 TexCoord01 : TEXCOORD0; float4 TexCoord23 : TEXCOORD1; float4 TexCoord45 : TEXCOORD2; float4 TexCoord67 : TEXCOORD3; float4 TexCoord89 : TEXCOORD4; float2 TexCoordA : TEXCOORD5; }; //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- static const float E = 2.7182817f; static const float Gelfond = 23.140692f; // e^pi (Gelfond constant) static const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant) //----------------------------------------------------------------------------- // Funcions //----------------------------------------------------------------------------- // www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/ float random(float2 seed) { // irrationals for pseudo randomness float2 i = float2(Gelfond, GelfondSchneider); return frac(cos(dot(seed, i)) * 123456.0f); } //----------------------------------------------------------------------------- // Bloom Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 TargetDims; uniform float4 Level01Size; uniform float4 Level23Size; uniform float4 Level45Size; uniform float4 Level67Size; uniform float4 Level89Size; uniform float2 LevelASize; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; // flip y Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom Output.Color = Input.Color; float2 TexCoord = Input.Position.xy / ScreenDims; TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) Output.TexCoord01.xy = TexCoord.xy; Output.TexCoord01.zw = TexCoord.xy + 0.5f / Level01Size.zw; Output.TexCoord23 = TexCoord.xyxy + 0.5f / Level23Size; Output.TexCoord45 = TexCoord.xyxy + 0.5f / Level45Size; Output.TexCoord67 = TexCoord.xyxy + 0.5f / Level67Size; Output.TexCoord89 = TexCoord.xyxy + 0.5f / Level89Size; Output.TexCoordA = TexCoord.xy + 0.5f / LevelASize; return Output; } //----------------------------------------------------------------------------- // Bloom Pixel Shader //----------------------------------------------------------------------------- uniform float4 Level0123Weight; uniform float4 Level4567Weight; uniform float3 Level89AWeight; uniform float3 OverdriveWeight; float3 GetNoiseFactor(float3 n, float random) { // smaller n become more noisy return 1.0f + random * max(0.0f, 0.25f * pow(E, -8 * n)); } float4 ps_main(PS_INPUT Input) : COLOR { float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord01.xy).rgb; float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord01.zw).rgb; float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord23.xy).rgb; float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord23.zw).rgb; float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord45.xy).rgb; float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord45.zw).rgb; float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord67.xy).rgb; float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord67.zw).rgb; float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord89.xy).rgb; float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord89.zw).rgb; float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoordA).rgb; texel0 = texel0 * Level0123Weight.x; texel1 = texel1 * Level0123Weight.y; texel2 = texel2 * Level0123Weight.z; texel3 = texel3 * Level0123Weight.w; texel4 = texel4 * Level4567Weight.x; texel5 = texel5 * Level4567Weight.y; texel6 = texel6 * Level4567Weight.z; texel7 = texel7 * Level4567Weight.w; texel8 = texel8 * Level89AWeight.x; texel9 = texel9 * Level89AWeight.y; texelA = texelA * Level89AWeight.z; float3 bloom = float3( texel1 + texel2 + texel3 + texel4 + texel5 + texel6 + texel7 + texel8 + texel9 + texelA); float3 bloomOverdrive = max(0.0f, texel0 + bloom - 1.0f) * OverdriveWeight; bloom.r += bloomOverdrive.g * 0.5f; bloom.r += bloomOverdrive.b * 0.5f; bloom.g += bloomOverdrive.r * 0.5f; bloom.g += bloomOverdrive.b * 0.5f; bloom.b += bloomOverdrive.r * 0.5f; bloom.b += bloomOverdrive.g * 0.5f; float2 NoiseCoord = Input.TexCoord01.xy; float3 NoiseFactor = GetNoiseFactor(bloom, random(NoiseCoord)); return float4(texel0 + bloom * NoiseFactor, 1.0f); } //----------------------------------------------------------------------------- // Bloom Effect //----------------------------------------------------------------------------- technique TestTechnique { pass Pass0 { Lighting = FALSE; Sampler[0] = ; // 2048x2048 Sampler[1] = ; // 1024x1024 Sampler[2] = ; // 512x512 Sampler[3] = ; // 256x256 Sampler[4] = ; // 128x128 Sampler[5] = ; // 64x64 Sampler[6] = ; // 32x32 Sampler[7] = ; // 16x16 Sampler[8] = ; // 8x8 Sampler[9] = ; // 4x4 Sampler[10] = ; // 2x2 VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }