// license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // Bloom Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- 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; float2 TexCoord0 : TEXCOORD0; float4 TexCoord12 : TEXCOORD1; float4 TexCoord34 : TEXCOORD2; float4 TexCoord56 : TEXCOORD3; float4 TexCoord78 : TEXCOORD4; float4 TexCoord9A : TEXCOORD5; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord0 : TEXCOORD0; float4 TexCoord12 : TEXCOORD1; float4 TexCoord34 : TEXCOORD2; float4 TexCoord56 : TEXCOORD3; float4 TexCoord78 : TEXCOORD4; float4 TexCoord9A : 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 float2 SourceDims; // level dimensions not necessary anymore? uniform float2 Level0Size; uniform float4 Level12Size; uniform float4 Level34Size; uniform float4 Level56Size; uniform float4 Level78Size; uniform float4 Level9ASize; uniform bool VectorScreen = false; 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.TexCoord0 = TexCoord.xy; // + (0.5f / Level0Size); TexCoord += VectorScreen ? 0.5f / TargetDims.xy : 0.5f / SourceDims.xy; Output.TexCoord12 = TexCoord.xyxy; // + (0.5f / Level12Size); Output.TexCoord34 = TexCoord.xyxy; // + (0.5f / Level34Size); Output.TexCoord56 = TexCoord.xyxy; // + (0.5f / Level56Size); Output.TexCoord78 = TexCoord.xyxy; // + (0.5f / Level78Size); Output.TexCoord9A = TexCoord.xyxy; // + (0.5f / Level9ASize); return Output; } //----------------------------------------------------------------------------- // Bloom Pixel Shader //----------------------------------------------------------------------------- uniform float Level0Weight; uniform float2 Level12Weight; uniform float2 Level34Weight; uniform float2 Level56Weight; uniform float2 Level78Weight; uniform float2 Level9AWeight; uniform int BloomBlendMode = 0; // 0 addition, 1 darken uniform float BloomScale; uniform float3 BloomOverdrive; 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.TexCoord0).rgb; float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord12.xy).rgb; float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord12.zw).rgb; float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord34.xy).rgb; float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord34.zw).rgb; float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord56.xy).rgb; float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord56.zw).rgb; float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord78.xy).rgb; float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord78.zw).rgb; float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord9A.xy).rgb; float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord9A.zw).rgb; float3 blend; // addition if (BloomBlendMode == 0) { texel0 *= Level0Weight; texel1 *= Level12Weight.x; texel2 *= Level12Weight.y; texel3 *= Level34Weight.x; texel4 *= Level34Weight.y; texel5 *= Level56Weight.x; texel6 *= Level56Weight.y; texel7 *= Level78Weight.x; texel8 *= Level78Weight.y; texel9 *= Level9AWeight.x; texelA *= Level9AWeight.y; float3 bloom = float3( texel1 + texel2 + texel3 + texel4 + texel5 + texel6 + texel7 + texel8 + texel9 + texelA) * BloomScale; float3 bloomOverdrive = max(0.0f, texel0 + bloom - 1.0f) * BloomOverdrive; 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.TexCoord0; float3 NoiseFactor = GetNoiseFactor(bloom, random(NoiseCoord)); blend = texel0 + bloom * NoiseFactor; } // darken else { texel1 = min(texel0, texel1); texel2 = min(texel0, texel2); texel3 = min(texel0, texel3); texel4 = min(texel0, texel4); texel5 = min(texel0, texel5); texel6 = min(texel0, texel6); texel7 = min(texel0, texel7); texel8 = min(texel0, texel8); texel9 = min(texel0, texel9); texelA = min(texel0, texelA); blend = texel0 * Level0Weight; blend = lerp(blend, texel1, Level12Weight.x * BloomScale); blend = lerp(blend, texel2, Level12Weight.y * BloomScale); blend = lerp(blend, texel3, Level34Weight.x * BloomScale); blend = lerp(blend, texel4, Level34Weight.y * BloomScale); blend = lerp(blend, texel5, Level56Weight.x * BloomScale); blend = lerp(blend, texel6, Level56Weight.y * BloomScale); blend = lerp(blend, texel7, Level78Weight.x * BloomScale); blend = lerp(blend, texel8, Level78Weight.y * BloomScale); blend = lerp(blend, texel9, Level9AWeight.x * BloomScale); blend = lerp(blend, texelA, Level9AWeight.y * BloomScale); } return float4(blend, 1.0f); } //----------------------------------------------------------------------------- // Bloom Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }