// license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // Defocus Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = 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; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // Defocus Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 TargetDims; 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 float2 TexCoord = Input.TexCoord; TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) Output.TexCoord = TexCoord; Output.Color = Input.Color; return Output; } //----------------------------------------------------------------------------- // Defocus Pixel Shader //----------------------------------------------------------------------------- uniform float2 Defocus = float2(0.0f, 0.0f); static const float2 Coord1Offset = float2( 0.75f, 0.50f); static const float2 Coord2Offset = float2( 0.25f, 1.00f); static const float2 Coord3Offset = float2(-0.50f, 0.75f); static const float2 Coord4Offset = float2(-1.00f, 0.25f); static const float2 Coord5Offset = float2(-0.75f, -0.50f); static const float2 Coord6Offset = float2(-0.25f, -1.00f); static const float2 Coord7Offset = float2( 0.50f, -0.75f); static const float2 Coord8Offset = float2( 1.00f, -0.25f); float4 ps_main(PS_INPUT Input) : COLOR { // imaginary texel dimensions independed from screen dimension, but ratio float2 TexelDims = (1.0f / 1024); float2 DefocusTexelDims = Defocus * TexelDims; 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); } //----------------------------------------------------------------------------- // Defocus Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }