Files
bluflame/aiwaz/Demo/Data/PostProcess.fx
2026-04-18 22:31:51 +02:00

185 lines
4.9 KiB
HLSL

static const float PixelKernel[13] = { -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6 };
static const float BlurWeights[13] = { 0.002216, 0.008764, 0.026995, 0.064759, 0.120985, 0.176033, 0.199471, 0.176033, 0.120985, 0.064759, 0.026995, 0.008764, 0.002216 };
float CurrentTime : Time;
//--------------------------------------------------------------------------------------
// States
//--------------------------------------------------------------------------------------
BlendState NoBlending
{
BlendEnable[0] = FALSE;
RenderTargetWriteMask[0] = 0x0F;
};
DepthStencilState RenderWithoutStencilState
{
DepthEnable = false;
DepthWriteMask = ZERO;
DepthFunc = Always;
};
//--------------------------------------------------------------------------------------
// Textures
//--------------------------------------------------------------------------------------
Texture2D ColorMap : ColorMap;
Texture2D Calculated : InputTexture;
Texture2D DistortMap : DistortMap;
SamplerState samLinear
{
Filter = ANISOTROPIC;
AddressU = Wrap;
AddressV = Wrap;
};
SamplerState samLinearClamp
{
Filter = ANISOTROPIC;
AddressU = Clamp;
AddressV = Clamp;
};
//--------------------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
VS_OUTPUT VS(float4 Pos : POSITION, float3 Norm : NORMAL, float2 Tex : TEXCOORD)
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.Pos = Pos;
output.Pos.w = 1.0f;
output.Tex = Tex;
return output;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 IntensityPS( VS_OUTPUT input) : SV_Target
{
float4 color = ColorMap.Sample(samLinear, input.Tex);
float3 ColorToIntensity = float3(0.294, 0.582, 0.114);
color.rgb *= ColorToIntensity;
color.rgb = color.r + color.g + color.b;
return color;
}
float4 ShowTexturePS( VS_OUTPUT input) : SV_Target
{
float4 color = Calculated.Sample(samLinear, input.Tex);
return color;
}
float4 ComposePS( VS_OUTPUT input) : SV_Target
{
const float DistortTextureScale = 8.0f;
const float DistortStrength = 10.0f;
const float DistortSpeed = 0.25f;
const float3 ColorToIntensity = float3(0.294, 0.582, 0.114);
float2 distort = (DistortMap.Sample(samLinear, DistortTextureScale * input.Tex + float2(sin(CurrentTime * DistortSpeed), cos(CurrentTime * DistortSpeed))).xy - 0.5f) * 1.0f;
// get DDX DDY of the input texture
float2 CalculatedSize;
ColorMap.GetDimensions(CalculatedSize.x, CalculatedSize.y);
CalculatedSize = 1.0f / CalculatedSize;
float4 bloom = Calculated.Sample(samLinear, input.Tex);
// bloom step
bloom = pow(bloom, 2.0f) * 2.0f;
float4 intensity = bloom;
intensity.rgb *= ColorToIntensity;
intensity.rgb = intensity.r + intensity.g + intensity.b;
float4 color = ColorMap.Sample(samLinearClamp, input.Tex + distort * CalculatedSize * intensity * DistortStrength);
return color + bloom;
}
const float pi4 = 3.141 / 4.0;
float4 BlurPS( VS_OUTPUT input) : SV_Target
{
// get DDX DDY of the input texture
float2 ddxy;
Calculated.GetDimensions(ddxy.x, ddxy.y);
ddxy = 1.0f / ddxy;
// Blur
float4 color = 0;
float2 SamplePos;
for (int i = 0; i < 8; i++)
{
SamplePos = input.Tex + ddxy * 4.0 * float2(sin(pi4 * i), cos(pi4 * i));
color += Calculated.Sample(samLinearClamp, SamplePos);
}
return color / 8.0;
}
//--------------------------------------------------------------------------------------
technique10 Intensity
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, IntensityPS() ) );
SetDepthStencilState( NULL, 0 );
SetBlendState( NULL, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}
technique10 ShowTexture
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, ShowTexturePS() ) );
SetDepthStencilState( NULL, 0 );
SetBlendState( NULL, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}
technique10 Blur
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, BlurPS() ) );
SetDepthStencilState( NULL, 0 );
SetBlendState( NULL, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}
technique10 Compose
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, ComposePS() ) );
SetDepthStencilState( NULL, 0 );
SetBlendState( NULL, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}