//----------------------------------------------------------------------------- // 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; float2 TexCoord : TEXCOORD0; }; struct VS_INPUT { float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 Unused : TEXCOORD1; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // Bloom Vertex Shader //----------------------------------------------------------------------------- uniform float2 TargetSize; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= TargetSize; Output.Position.y = 1.0f - Output.Position.y; Output.Position.xy -= float2(0.5f, 0.5f); Output.Position.xy *= float2(2.0f, 2.0f); Output.Color = Input.Color; Output.TexCoord = (Input.Position.xy + 0.5f) / TargetSize; return Output; } //----------------------------------------------------------------------------- // Bloom Pixel Shader //----------------------------------------------------------------------------- uniform float4 Level0123Weight; uniform float4 Level4567Weight; uniform float3 Level89AWeight; float4 ps_main(PS_INPUT Input) : COLOR { float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb; float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb; float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb; float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb; float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb; float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb; float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb; float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb; float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb; float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb; float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).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; float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 + texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f); return sum; } //----------------------------------------------------------------------------- // Downsample 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(); } }