#define ParticleType_Dead 0 #define ParticleType_Emitter 1 #define ParticleType_Point 2 #define ParticleType_Star 3 #define SDF_SIMILARITY 2.0 // try 0.2 for fractal flames, you can also go up to 64 #define TANGENT_SPEED 8.0 // increase to add more chaos #define GRADIENT_SPEED 8.0 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); struct ParticleState { int type; float3 oldPosition; float3 currentPosition; float3 direction; float3 tangent; float creationTime; float mass; float lifeTime; };//64 bytes cbuffer _0 : register(b0) { float4 smoothNoiseColor; // USED // additive to particle state float4 colorBlend; // USED float3 smoothNoiseDirection; // USED float demoTime; // USED float3 emitterDirection; // USED float deltaTime; // USED float3 emitterPosition; // USED float emitterRadius; // USED float3 cameraPosition; // USED float emitRate; // USED// = 0.00001f; //delay in seconds between each particle spawn float3 cameraLookat; // USED float lifeTime; // USED// = 3.0f; //particle lifetime in seconds float3 cameraUp; // USED float gravity; // USED float3 emitterVelocity; // USED float emitChaos; // USED float emitterMass; // USED float sdfBlendFactor; // USED float smoothNoiseSize; // additive to particle state float particleMass; // USED // additive to particle state float envelope1; // USED float envelope2; float distort; float note; // USED }; // 44 floats = 176 bytes struct __1 { float4 _d : _dS; float4 _c : _cS; float4x4 _v : _vS; float4x4 _p : _pS; }; cbuffer _1 : register(b1) { __1 _o; }; // 40 floats = 160 bytes cbuffer _2 : register(b2) { __1 _c; }; // 40 floats = 160 bytes float4x4 lookTo(float3 Eye, float3 zaxis, float3 Up) { float3 xaxis = normalize(cross(Up, zaxis)); float3 yaxis = cross(zaxis, xaxis); float4x4 result = { xaxis, -dot(xaxis, Eye), yaxis, -dot(yaxis, Eye), zaxis, -dot(zaxis, Eye), 0, 0, 0, 1 }; return transpose(result); } // Constant buffer vertex shader __1 VSCB() { __1 o; float3 direction = normalize(cameraLookat - cameraPosition); o._v = lookTo(cameraPosition, direction, normalize(cameraUp)); o._d = float4(direction, 0); o._c = float4(cameraPosition, 0); o._p = float4x4( // perspective matrix 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, -1, 0 ); return o; } #define PI 3.14159265 static uint rndSeed = 0; static const float starThreshold = 20.0f; uint hash(uint x) { x += x << 10, x ^= x >> 6, x += x << 3, x ^= x >> 11, x += x << 15; return x; } void setRndSeed(uint seed) { rndSeed = seed; } float rnd() { return asfloat((rndSeed = hash(rndSeed) & 0x007fffff) | 0x3f800000) - 1; } float srnd() { return asfloat((rndSeed = hash(rndSeed) & 0x007fffff) | 0x40000000) - 3; } float rnd(uint s) { return asfloat((s & 0x007fffff) | 0x3f800000) - 1; } float srnd(uint s) { return asfloat((s & 0x007fffff) | 0x40000000) - 3; } static const float2x2 mtx = float2x2(0.80, 0.60, -0.60, 0.80); float noise(float2 p) { uint idx = (uint)(floor(p.y) * 1024 + floor(p.x)); return rnd(hash(idx)); } float fbm4(float2 p) { float f = 0.0; f += 0.5000*(noise(p)); p = mul(p*2.02, mtx); f += 0.2500*(noise(p)); p = mul(p*2.03, mtx); f += 0.1250*(noise(p)); p = mul(p*2.01, mtx); f += 0.0625*(noise(p)); return f / 0.9375; } [numthreads(16, 16, 1)] void csNoise(int3 id:SV_DispatchThreadID) { float2 v = float2(id.x, id.y); out0[id.xy] = float4(noise(v), 0, 0, 1); } [numthreads(16, 16, 1)] void csFbm(int3 id:SV_DispatchThreadID) { float2 v = float2(id.x, id.y) / 1024.0; float f = 0.0; float scale = 0.5; float sum = 0.0; float mag = 0.25; for (int i = 6; i >= 0; --i) { f += scale * tex0.SampleLevel(sampler0, v, i).r; sum += scale; v = mul(v * (1.0 + 0.01 * i), mtx); scale *= 0.5; mag *= 2.0; } out0[id.xy] = float4(mag * (f / sum - 0.5) + 0.5, 0, 0, 1); } ConsumeStructuredBuffer particles:register(u0); AppendStructuredBuffer writeParticles:register(u1); StructuredBuffer readParticles:register(t0); void emit(int type, float3 oldPosition, float3 position, float3 direction, float mass, float time) { ParticleState emittedParticle; emittedParticle.type = type; emittedParticle.oldPosition = oldPosition; emittedParticle.currentPosition = position; emittedParticle.creationTime = time; emittedParticle.direction = direction; emittedParticle.mass = mass; emittedParticle.lifeTime = lifeTime; emittedParticle.tangent = normalize(float3(srnd(), srnd(), srnd())); writeParticles.Append(emittedParticle); // emit new particle } void recycle(ParticleState particle) { ParticleState newParticle; newParticle.type = particle.type; newParticle.oldPosition = particle.currentPosition; newParticle.currentPosition = particle.currentPosition + particle.direction * abs(deltaTime); newParticle.creationTime = particle.creationTime; newParticle.direction = particle.direction + float3(0, gravity * particle.mass, 0) * abs(deltaTime); newParticle.mass = particle.mass; newParticle.lifeTime = particle.lifeTime; newParticle.tangent = particle.tangent; writeParticles.Append(newParticle); } void emitStar() { float3 pos = cameraPosition + sqrt(rnd()) * starThreshold * normalize(float3(srnd(), srnd(), srnd())); emit(ParticleType_Star, pos, pos, float3(0.1, 0.0, 0.1), 0.0f, 0.0f); } [numthreads(1, 1, 1)] void starInit(int3 id:SV_DispatchThreadID) { rndSeed = id.y * 256 + id.x; emitStar(); } float sdSphere(float3 p) { p /= 5; return length(p) - 1.0; } float sdIso1(float3 p) { p /= 5; float A = (p.x * p.x + p.y * p.y + p.z * p.z - 1); float B = (p.z - 1); float C = (p.z + 1); return A * A - (B * B - 2 * p.x * p.x)*(C * C - 2 * p.y * p.y); } float sdIso2(float3 p) { return cos(p.x) + cos(p.y) + cos(p.z); } float sdIso3(float3 p) { return sin(p.x) * sin(p.y) * sin(p.z) + sin(p.x) * cos(p.y) * cos(p.z) + cos(p.x) * sin(p.y) * cos(p.z) + cos(p.x) * cos(p.y) * sin(p.z); } float sdBox(float3 p, float3 b) { float3 d = abs(p) - b; return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0)); } float mengerSponge(float3 p) { p /= 3; float d = sdBox(p, float3(1.0, 1.0, 1.0)); float s = 1.0; for (int m = 0; m<3; m++) { float3 a = sign(p) * fmod(p*s, 2.0) - 1.0; s *= 3.0; float3 r = abs(1.0 - 3.0*abs(a)); float da = max(r.x, r.y); float db = max(r.y, r.z); float dc = max(r.z, r.x); float c = (min(da, min(db, dc)) - 1.0) / s; d = max(d, c); } return d; } float f(float3 p) { float sdfType = floor(sdfBlendFactor); float sphere = step(0, sdfType) * (1 - step(1, sdfType)); float iso1 = step(1, sdfType) * (1 - step(2, sdfType)); float iso2 = step(2, sdfType) * (1 - step(3, sdfType)); float iso3 = step(3, sdfType) * (1 - step(4, sdfType)); float menger = step(4, sdfType) * (1 - step(5, sdfType)); return sdSphere(p) * sphere + sdIso1(p) * iso1 + sdIso2(p) * iso2 + sdIso3(p) * iso3 + mengerSponge(p) * menger; } void doEmitter(float3 particlePosition, float3 particleDirection, float t) { if (demoTime - t >= emitRate) { float count = ceil((demoTime - t) / emitRate); float index = count - 1; while (t <= demoTime) { float3 tangent = normalize(float3(srnd(), srnd(), srnd())); if (length(emitterDirection) > 0.0f) tangent = cross(normalize(emitterDirection), tangent); float3 emitDirection = emitterDirection + emitChaos * normalize(float3(srnd(), srnd(), srnd())); float3 newPosition = particlePosition + tangent * sqrt(rnd()) * emitterRadius; emit(ParticleType_Point, newPosition, newPosition + emitDirection * deltaTime * (index-- / count), emitDirection, particleMass, t); particlePosition += particleDirection * emitRate; t += emitRate; } } } void doUpdate(int3 id:SV_DispatchThreadID, bool bPreserveEmitters) { rndSeed = (id.y * 1024 + id.x) * demoTime; ParticleState particle = particles.Consume(); if (particle.type == ParticleType_Emitter) { float t = particle.creationTime; doEmitter(particle.currentPosition, particle.direction, t); if (bPreserveEmitters) { emit(ParticleType_Emitter, particle.currentPosition, particle.currentPosition + particle.direction * abs(deltaTime), particle.direction, particle.mass, demoTime); } } else if (particle.type == ParticleType_Point) { float age = (demoTime - particle.creationTime) / particle.lifeTime; uint index; float2 e = float2(0.001, 0); float3 p = particle.currentPosition; float d = f(p); float3 v = -normalize(float3(f(p + e.xyy) - f(p - e.xyy), f(p + e.yxy) - f(p - e.yxy), f(p + e.yyx) - f(p - e.yyx))); float3 t = cross(particle.tangent, v); v = TANGENT_SPEED * t / (1 + pow(abs(d), 0.5)) + GRADIENT_SPEED * v * d * (0.5 + 0.5 * step(0, -d)); v = lerp(particle.direction, v, SDF_SIMILARITY * GRADIENT_SPEED * deltaTime * frac(sdfBlendFactor)); particle.direction = v; if (age <= 1) { recycle(particle); } } else if (particle.type == ParticleType_Star) { if (distance(particle.currentPosition, cameraPosition) > starThreshold) { emitStar(); } else { recycle(particle); } } if ((id.x + id.y == 0) && note > 0.1) { rndSeed = 1337 * demoTime; float3 emitPosition = cameraPosition; float3 cameraDirection = normalize(cameraLookat - cameraPosition); float3 cameraRight = cross(normalize(cameraUp), cameraDirection); emitPosition += 10 * cameraDirection; emitPosition -= 7 * normalize(cameraUp); emitPosition += (50 * note - 25) * cameraRight; float t = demoTime - deltaTime; doEmitter(emitPosition, float3(0, 0.0, 0), t); } } [numthreads(1, 1, 1)] void update(int3 id:SV_DispatchThreadID) { doUpdate(id, true); } [numthreads(1, 1, 1)] void event1(int3 id:SV_DispatchThreadID) { doUpdate(id, false); } [numthreads(1, 1, 1)] void event2(int3 id:SV_DispatchThreadID) { doUpdate(id, true); if (id.x + id.y == 0) { emit(ParticleType_Emitter, emitterPosition, emitterPosition, emitterVelocity, emitterMass, demoTime); } } float3 project(float3 v, bool bOld) { float4 r; if (bOld) r = mul(mul(float4(v, 1.0), _o._v), _o._p); else r = mul(mul(float4(v, 1.0), _c._v), _c._p); r.x /= 1.6; return r.xyz / r.w; } float3 h2r(float h, float s, float v){ return lerp(saturate((abs(frac(h + float3(1, 2, 3) / 3) * 6 - 3) - 1)), 1, s)*v; } struct _2 { float3 pos1 : TEXCOORD0; float3 pos2 : TEXCOORD1; float3 dir : TEXCOORD2; float age : AGE; int type : TYPE; }; struct _3 { float4 pos : SV_POSITION; float length : LENGTH; float age : AGE; float3 wpos : WORLDPOS; int type : TYPE; }; void pvs(uint id : SV_VertexID, out _2 o) { ParticleState particle = readParticles[id]; o.pos1 = particle.oldPosition; o.pos2 = particle.currentPosition; o.dir = particle.direction; o.age = (demoTime - particle.creationTime) / lifeTime; o.type = particle.type; } float particleSize(float z) { return (1 + 2 * envelope1) * 0.002f / z; } [maxvertexcount(18)] void pgs(point _2 input[1], inout TriangleStream<_3> o) { _2 p = input[0]; float3 p1 = project(p.pos1, false); float3 p2 = project(p.pos2, false); if (p2.z <= 0 || p1.z <= 0 ) return; float s1 = min(0.01, particleSize(p1.z)); float s2 = min(0.01, particleSize(p2.z)); float2 d = normalize(p2.xy - p1.xy); d += (1.0 - step(0.5, length(float3(d, 0)))) * normalize(project(p.dir, false).xy); d += (1.0 - step(0.5, length(float3(d, 0)))) * float2(1, 0); float2 pr = float2(-d.y, d.x); p1.xy += d * s1 * 0.5; p2.xy -= d * s2 * 0.5; _3 r; r.length = distance(p1.xy, p2.xy) * 128; r.age = p.age; r.type = p.type; r.wpos = p.pos2; r.pos = float4(p1.xy - d * s1, p1.z, 1.0); o.Append(r); r.pos = float4(p1.xy + pr * s1, p1.z, 1.0); o.Append(r); r.pos = float4(p1.xy - pr * s1, p1.z, 1.0); o.Append(r); o.RestartStrip(); r.pos = float4(p1.xy - pr * s1, p1.z, 1.0); o.Append(r); r.pos = float4(p1, 1.0); o.Append(r); r.pos = float4(p2.xy - pr * s2, p2.z, 1.0); o.Append(r); o.RestartStrip(); r.pos = float4(p1, 1.0); o.Append(r); r.pos = float4(p2, 1.0); o.Append(r); r.pos = float4(p2.xy - pr * s2, p2.z, 1.0); o.Append(r); o.RestartStrip(); r.pos = float4(p1, 1.0); o.Append(r); r.pos = float4(p2.xy + pr * s2, p2.z, 1.0); o.Append(r); r.pos = float4(p2, 1.0); o.Append(r); o.RestartStrip(); r.pos = float4(p1, 1.0); o.Append(r); r.pos = float4(p1.xy + pr * s1, p1.z, 1.0); o.Append(r); r.pos = float4(p2.xy + pr * s2, p2.z, 1.0); o.Append(r); o.RestartStrip(); r.pos = float4(p2.xy + d * s2, p2.z, 1.0); o.Append(r); r.pos = float4(p2.xy - pr * s2, p2.z, 1.0); o.Append(r); r.pos = float4(p2.xy + pr * s2, p2.z, 1.0); o.Append(r); o.RestartStrip(); } float3 fusion(float x) { float t = saturate(x); return saturate(float3(sqrt(t), t*t*t, max(sin(3.1415*1.75*t), pow(t, 12.0)))); } float noise3d(float3 p) { p += 133 + smoothNoiseDirection * demoTime; p /= 1000; float n = ( tex0.SampleLevel(sampler0, p.yz, 0).r + tex0.SampleLevel(sampler0, p.xz, 0).r + tex0.SampleLevel(sampler0, p.xy, 0).r) / 3.0; return smoothstep(0.5 , 1.0, n); } float4 pps(_3 i) : SV_Target { float intensity = 1.0 - i.age; float3 color = fusion(1.0 - i.age * 3); if (i.type == ParticleType_Star) { float x = (distance(i.wpos, cameraPosition)-1) / starThreshold; intensity = 5 * smoothstep(0, 0.2, x)*exp(-x * 10); intensity /= (i.length + 8); } else { float n = noise3d(i.wpos); intensity /= (i.length + 128); color = lerp(color, smoothNoiseColor.rgb, smoothNoiseColor.a * n); } if (i.type == ParticleType_Star) color = float3(intensity, intensity, intensity); return float4(color, intensity); } //--- // Postprocessing computer shaders //--- float mod(float x, float y) { return x - y * floor(x / y); } float2 mod(float2 x, float2 y) { return x - y * floor(x / y); } float3 mod(float3 x, float3 y) { return x - y * floor(x / y); } float2 mod(float2 x, float y) { return x - y * floor(x / y); } float3 mod(float3 x, float y) { return x - y * floor(x / y); } float pulse(float center, float width, float x) { float t = abs(x - center); if (t > width) return 0; t /= width; return 1 - t*t*(3 - 2 * t); } //--- // Radial and circumferential blur //--- static const float rcfMipmapFactor = 1.5; static const float rcfStepFactor = 5; static const float rcfStrengthRadial = 5; static const float rcfStrengthCircumferential = 5; 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 = 10.0; static const float2 dcCenter = { 0.5, 0.5 }; static const int dcSamples = 12; 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); } float3 uncharted2ToneMapping(float3 c) { float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; float W = 11.2; c = ((c * (A * c + C * B) + D * E) / (c * (A * c + B) + D * F)) - E / F; float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F; return c / white; } [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; tc.x += sin((tc.y + demoTime) * 44) * 0.05 * distort; 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; // t6 float3 color = base.xyz; color += blur1*0.125; color += blur8*0.125; color += blur32*0.125; // 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, uncharted2ToneMapping(max(0, color*0.5))); //color *= color; color = liftGammaGain(color, float3(0, 0, 0), float3(1, 1, 1), float3(1, 1, 1)); color = pow(color, 1 / 2.2); color = saturation(color, 1.2); //color = pow(color, 1 / 2.2); color = lerp(color, colorBlend.rgb, colorBlend.a); float4 result = float4(color, dot(color, float3(0.299, 0.587, 0.114))); out0[id.xy] = result; }