cbuffer cb0 : register(b0) { float time; float dummy0, dummy1, dummy2; float3 viewPosition; float dummy3; float3 viewDirection; float dummy4; float3 viewUp; float dummy5; } #define FXAA_PC 1 #define FXAA_HLSL_5 1 #define FXAA_QUALITY__PRESET 39 //12 #include "fxaa311.hlsl" #include "utils.hlsl" RWTexture2D out0:register(u0); SamplerState sampler0 : register(s0); Texture2D tex0: register(t0); Texture2D tex1: register(t1); Texture2D tex2: register(t2); Texture2D tex3: register(t3); Texture2D tex4: register(t4); Texture2D tex5: register(t5); Texture2D tex6: register(t6); Texture2D tex7: register(t7); [numthreads(16, 16, 1)] void csFXAA(int3 id:SV_DispatchThreadID) { float2 resolution; out0.GetDimensions(resolution.x, resolution.y); float2 tc = (id.xy + 0.5) / resolution; FxaaTex tex = {sampler0 , tex0}; out0[id.xy] = FxaaPixelShader(tc, float4(0, 0, 0, 0), tex, tex, tex, 1.0/resolution, float4(0, 0, 0, 0), float4(0, 0, 0, 0), float4(0, 0, 0, 0), 0.75, 0.125, 0.0625, 0, 0, 0, 0); } //--- // Radial and circumferential blur //--- static const float rcfMipmapFactor = 1.5; static const float rcfStepFactor = 5; static const float rcfStrengthRadial = 0*10; static const float rcfStrengthCircumferential = 0*10; static const float rcfRadius = 15; static const float2 rcfCenter = {0.5, 0.5}; float rcfRadialFalloff(float radius, float amount) { return radius * (1 + amount*radius*0.01); } float4 rcfBlur(float2 tc, float2 resolution, float strength, float circumFerentialStrength) { // Direction from rcfCenter to the current tc, aspect ratio corrected float2 d = (tc - rcfCenter) * float2(resolution.x/resolution.y, 1); // Compute convolution step size float delta = length(d); float distortedDelta = rcfRadialFalloff(delta, strength); float stepSize = abs(delta - distortedDelta) * rcfStepFactor; float radius = rcfRadius; // Circumferential blur if (circumFerentialStrength > 0) { d = float2(d.y, -d.x); stepSize *= circumFerentialStrength; radius = floor(rcfRadius * circumFerentialStrength); } // Early exit if (radius <= 0.5) {// || stepSize <= 1/resolution.x) { return tex0.SampleLevel(sampler0, tc, 0); } // Adjust direction d = normalize(d) * stepSize / resolution; // Convolution float mipLevel = sqrt(stepSize) * rcfMipmapFactor; float sigma = radius/2; float twoSigmaSquared = 2 * sigma * sigma; float4 a = 0; for (float i = -radius; i <= radius; ++i) { float weight = exp(-i*i/twoSigmaSquared); a += tex0.SampleLevel(sampler0, i * d + tc, mipLevel) * weight; } return a / sqrt(twoSigmaSquared * PI); } [numthreads(16, 16, 1)] void csRadialBlur(int3 id:SV_DispatchThreadID) { float2 resolution; out0.GetDimensions(resolution.x, resolution.y); float2 tc = (id.xy + 0.5) / resolution; out0[id.xy] = rcfBlur(tc, resolution, rcfStrengthRadial, 0); } [numthreads(16, 16, 1)] void csCircumferentialBlur(int3 id:SV_DispatchThreadID) { float2 resolution; out0.GetDimensions(resolution.x, resolution.y); float2 tc = (id.xy + 0.5) / resolution; out0[id.xy] = rcfBlur(tc, resolution, rcfStrengthCircumferential, 1); } //--- // Sensor dirt //--- [numthreads(16, 16, 1)] void csSensorDirt(int3 id:SV_DispatchThreadID) { float2 tc = id.xy + .5; } //--- // Lens dirt //--- static const float ldMinRadius = 0.025; static const float ldMaxRadius = 0.075; static const float ldCellWidth = 3*ldMaxRadius; static const float ldBorderWidthHalf = 0.00125; static const float ldSeed = 3; static const float ldNumLayers = 4; [numthreads(16, 16, 1)] void csLensDirt(int3 id:SV_DispatchThreadID) { float2 resolution; out0.GetDimensions(resolution.x, resolution.y); float2 tc = (id.xy + 0.5) / resolution; tc *= float2(resolution.x/resolution.y, 1); //float2 tc = id.xy + .5; rndSeed = ldSeed; float4 a = 0; for (int i = 0; i < ldNumLayers; ++i) { // Modulo repeat, find cell float2 p = mod(tc, ldCellWidth) - ldCellWidth / 2; float2 c = floor(tc / ldCellWidth); // Backup seed uint seedBackup = rndSeed; // Modifiy seed with cell coordinates rndSeed += (c.x + c.y*ldCellWidth + i*ldCellWidth*ldCellWidth) * resolution.x; // Determine radius and jitter float r = lerp(ldMinRadius, ldMaxRadius, rnd()); p += float2(srnd(), srnd()) * (ldCellWidth / 2 - r); // Shapes // Hexagon //p = abs(p); //float d = max(p.y + p.x*0.57735, p.x*1.1547); // Circle //float d = length(p); // Pentagon //float phi = 0.145; //float2 n[] = { // { sin(0*PI/5 + phi), cos(0*PI/5 + phi) }, // { sin(2*PI/5 + phi), cos(2*PI/5 + phi) }, // { sin(4*PI/5 + phi), cos(4*PI/5 + phi) }, // { sin(6*PI/5 + phi), cos(6*PI/5 + phi) }, // { sin(8*PI/5 + phi), cos(8*PI/5 + phi) } //}; //// Difference between circumcircle and incircle radii //float delta = r - (1 + sqrt(5)) / 4 * r; //float d = max(max(max(max(dot(p, n[0]), dot(p, n[1])), dot(p, n[2])), dot(p, n[3])), dot(p, n[4])); //// Mix between sphere and pentagon //d = lerp(length(p), d+ delta, 0.5); float d = length(p); // Random color a += (float4(rnd(), rnd(), rnd(), 1) + 0.5) * (smoothstep(r, r - ldBorderWidthHalf * 2, d) + 0.25 * smoothstep(ldBorderWidthHalf, 0, abs(d - r + ldBorderWidthHalf * 2))); //a += float4(c, 0, 1)*0.1; // Restore seed rndSeed = seedBackup; // Displace grid tc += ldCellWidth / ldNumLayers; } //out0[id.xy] = float4(a.xyz / ldNumLayers, 1); out0[id.xy] = float4(a.xyz / ldNumLayers, 1); } //--- // Blur //--- static const float bRadius = 160; static const float bSigma = bRadius / 3.5; static const float bTwoSigmaSquared = 2 * bSigma * bSigma; void bBlur(int3 id, float2 direction) { float2 resolution; out0.GetDimensions(resolution.x, resolution.y); float2 sourceResolution; tex0.GetDimensions(sourceResolution.x, sourceResolution.y); float mipLevel = log2(sourceResolution.x / resolution.x); float2 tc = (id.xy + 0.5) / resolution; float2 d = direction / resolution; float4 a = 0; for (float i = -bRadius; i <= bRadius; ++i) { float weight = exp(-i*i/bTwoSigmaSquared); a += tex0.SampleLevel(sampler0, i * d + tc, mipLevel) * weight; } out0[id.xy] = a / sqrt(bTwoSigmaSquared * PI); } [numthreads(16, 16, 1)] void csBlurH(int3 id:SV_DispatchThreadID) { bBlur(id, float2(1,0)); } [numthreads(16, 16, 1)] void csBlurV(int3 id:SV_DispatchThreadID) { bBlur(id, float2(0,1)); } //--- // Streaks //--- static const float stRadius = 160; [numthreads(16, 16, 1)] void csStreaks(int3 id:SV_DispatchThreadID) { float2 resolution; out0.GetDimensions(resolution.x, resolution.y); float2 sourceResolution; tex0.GetDimensions(sourceResolution.x, sourceResolution.y); float mipLevel = log2(sourceResolution.x / resolution.x); float2 tc = (id.xy + 0.5) / resolution; float2 d = float2(1, 0) / resolution; // Convolution with parabolic tent filter float4 a = 0; for (float i = -stRadius+1; i < stRadius; ++i) { float weight = (stRadius - abs(i)) * (stRadius - abs(i)); a += tex0.SampleLevel(sampler0, i * d + tc, mipLevel) * weight; } out0[id.xy] = a * 1.5 / (stRadius * stRadius * stRadius); } //--- // Distort Chroma //--- static const float dcStrength = 0.0; static const float2 dcCenter = {0.5, 0.5}; static const int dcSamples = 24; float dcRadialFalloff(float radius, float amount) { return radius * (1 + amount*radius*0.01); } float4 dcSample(float2 tc, float amount, float2 resolution) { // Direction from cdCenter to the current tc, aspect ratio corrected float2 d = (tc - dcCenter) * float2(resolution.x/resolution.y, 1); float radius = length(d); d /= radius == 0 ? d : radius; return tex0.SampleLevel(sampler0, dcCenter + d * dcRadialFalloff(radius, amount) / float2(resolution.x/resolution.y, 1), 0); } [numthreads(16, 16, 1)] void csDistortChroma(int3 id:SV_DispatchThreadID) { float2 resolution; out0.GetDimensions(resolution.x, resolution.y); float2 tc = (id.xy + 0.5) / resolution; float4 original = tex0.SampleLevel(sampler0, tc, 0); if (dcStrength == 0) { out0[id.xy] = original; return; } // Accumulate along spectrum float4 a = 0; for (int i = 1; i <= dcSamples; ++i) { float lambda = 0.4f * (i/float(dcSamples+1)) + 0.35f; float4 w = float4(pulse(0.65, 0.1, lambda), pulse(0.55, 0.1, lambda), pulse(0.45, 0.1, lambda), 0.25) * 4.0; a += w * dcSample(tc, -(i-1)/float(dcSamples) * dcStrength , resolution); } a /= dcSamples; out0[id.xy] = lerp(original, a, saturate(dcStrength)); } //--- // Ghosts //--- float4 ghRainbow(float angle) { return float4(sin(angle), sin(angle + 3.1415*2.0/3.0), sin(angle + 3.1415*4.0/3.0), 1) * 0.5 + 0.5; } [numthreads(16, 16, 1)] void csGhosts(int3 id:SV_DispatchThreadID) { float2 resolution; out0.GetDimensions(resolution.x, resolution.y); float2 tc = (id.xy + 0.5) / resolution; tc = 1 - tc; float2 texelSize = 1 / resolution; float2 aspectCorrection = float2(resolution.x/resolution.y, 1); float2 direction = (0.5 - tc) * 2; float4 a = 0; for (int i = 0; i < 5; ++i) { float2 sc0 = 1 - frac(tc + direction * i * 0.2); float2 sc1 = 1 - frac(tc + direction * i * 0.1999); float r = length((sc0 - 0.5) * aspectCorrection); a += max(0, tex0.SampleLevel(sampler0, sc0, 0) - 0.125) * lerp(1, ghRainbow(r*20), 1.5*r); a += max(0, tex1.SampleLevel(sampler0, sc0, 0) - 0.125) * lerp(1, ghRainbow(r*15+i), 1.5*r); } out0[id.xy] = float4(a.xyz/5, 1); } //--- // Merge //--- float3 saturation(float3 color, float saturation) { return lerp(dot(color, float3(0.2126, 0.7152, 0.0722)), color, saturation); } float3 liftGammaGain(float3 color, float3 lift, float3 gamma, float3 gain) { return pow(saturate(gain*color + lift*(-gain*color + 1)), 1/gamma); } [numthreads(16, 16, 1)] void csMerge(int3 id:SV_DispatchThreadID) { float2 resolution; out0.GetDimensions(resolution.x, resolution.y); float2 tc = (id.xy + 0.5) / resolution; rndSeed = (id.y * 720 + id.x) * int(time * 1000); float3 rndNoiseXYT = float3(rnd(), rnd(), rnd()); rndSeed = id.y; float3 rndNoiseY = float3(rnd(), rnd(), rnd()); float3 base = tex0.SampleLevel(sampler0, tc, 0).xyz; float3 blur1 = tex1.SampleLevel(sampler0, tc, 0).xyz; float3 blur8 = tex2.SampleLevel(sampler0, tc, 0).xyz; float3 blur32 = tex3.SampleLevel(sampler0, tc, 0).xyz; float3 streaks = tex4.SampleLevel(sampler0, tc, 0).xyz; //float3 lensDirt = tex5.SampleLevel(sampler0, tc, 0).xyz; //float3 ghosts = tex6.SampleLevel(sampler0, tc, 0).xyz; float3 color = base.xyz; color += blur1 * 0.025; color += blur8 * 0.025; color += blur32 * 0.025; // Streaks color += streaks * (lerp(1, rndNoiseY.x, 0.25)) * 0.25;// * rnd(); // Lens dirt //color += lensDirt * 0.25 * max(0, dot(tex2.SampleLevel(sampler0, frac(1-tc), 0).xyz, float3(0.299, 0.587, 0.114)) - 1.0); // Ghosts //color += ghosts * 0.125;// * ghosts * 0.25; // Grain //color *= lerp(1, rndNoiseXYT, 0.35); //color = base; // Tonemapping color = max(0, uncharted2ToneMappingCompact(max(0, color*0.5))); //color *= color; color = liftGammaGain(color, float3(0, 0, 0), float3(1, 1, 1), float3(1, 1, 1)); //color = saturation(color, 1.5); color = pow(color, 1/2.2); float4 result = float4(color, dot(color, float3(0.299, 0.587, 0.114))); out0[id.xy] = result; }