// 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); // previously this pass was applied two times with offsets of 0.25, 0.5, 0.75, 1.0 // now this pass is applied only once with offsets of 0.25, 0.55, 1.0, 1.6 to achieve the same appearance as before till a maximum defocus of 2.0 static const float2 CoordOffset8[8] = { // 0.075x² + 0.225x + 0.25 float2(-1.60f, 0.25f), float2(-1.00f, -0.55f), float2(-0.55f, 1.00f), float2(-0.25f, -1.60f), float2( 0.25f, 1.60f), float2( 0.55f, -1.00f), float2( 1.00f, 0.55f), float2( 1.60f, -0.25f), }; float4 ps_main(PS_INPUT Input) : COLOR { // imaginary texel dimensions independed from source and target dimension float2 TexelDims = (1.0f / 1024.0f); float2 DefocusTexelDims = Defocus * TexelDims; float3 texel = tex2D(DiffuseSampler, Input.TexCoord).rgb; float samples = 1.0f; for (int i = 0; i < 8; i++) { texel += tex2D(DiffuseSampler, Input.TexCoord + CoordOffset8[i] * DefocusTexelDims).rgb; samples += 1.0f; } return float4(texel / samples, 1.0f); } //----------------------------------------------------------------------------- // Defocus Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }