89 lines
2.5 KiB
Plaintext
89 lines
2.5 KiB
Plaintext
float2 res : register(c0);
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sampler2D colorSampler : register(s0);
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sampler2D depthSampler : register(s1);
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sampler2D blurSampler : register(s4);
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// Tweakables
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static float g_fRadius = 0.005f;
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static float g_fLowRadiusScaling = 0.4f;
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static float g_fNearPlane = 1.0f;
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static float g_fFocalPlane = 8.0f;
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static float g_fFarPlane = 128.0f;
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static float g_fMaxDistBlur = 0.45f;
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static const float2 vPoissonDisc[] = {
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float2(-0.326212f, -0.40581f),
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float2(-0.840144f, -0.07358f),
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float2(-0.695914f, 0.457137f),
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float2(-0.203345f, 0.620716f),
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float2(0.96234f, -0.194983f),
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float2(0.473434f, -0.480026f),
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float2(0.519456f, 0.767022f),
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float2(0.185461f, -0.893124f),
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float2(0.507431f, 0.064425f),
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float2(0.89642f, 0.412458f),
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float2(-0.32194f, -0.932615f),
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float2(-0.791559f, -0.59771f)
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};
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float4 ps_blur_intensity(float2 TexCoord : TEXCOORD0) : COLOR0
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{
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// Sample pixel depth
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float fDepth = tex2D(depthSampler, TexCoord).x;
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// Fix canvas depth
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fDepth += (fDepth < 0.001f) * g_fFarPlane;
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float fIntensity;
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// Close-up blur
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if(fDepth < g_fFocalPlane)
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fIntensity = (fDepth - g_fFocalPlane) / (g_fFocalPlane - g_fNearPlane);
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// Distance blur
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else
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fIntensity = min((fDepth - g_fFocalPlane) / (g_fFarPlane - g_fFocalPlane), g_fMaxDistBlur);
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// Bias to valid range
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return float4(
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tex2D(colorSampler, TexCoord).xyz,
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0.5f + 0.5f * fIntensity);
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}
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float4 ps_main(float2 TexCoord : TEXCOORD0) : COLOR0
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{
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// Center pixel depth
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float fDepth = tex2D(colorSampler, TexCoord).w;
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// Scale sampling radius
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float fRadius = abs(2.0f * g_fRadius * fDepth - g_fRadius);
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float fLowRadius = fRadius * g_fLowRadiusScaling;
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float4 fColor = 0.0f;
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float fAmount = 0.0f;
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// Loop over samples
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for(int i = 0; i < 12; i++)
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{
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// Sample on poisson disc
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float2 fHighSampleTexCoord = TexCoord + fRadius * vPoissonDisc[i];
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float2 fLowSampleTexCoord = TexCoord + fLowRadius * vPoissonDisc[i];
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// Sample blurred and unblurred texture
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float4 fHighSample = tex2D(colorSampler, fHighSampleTexCoord);
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float4 fLowSample = tex2D(blurSampler, fLowSampleTexCoord);
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// Blend between blurred and unblurred texture
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float fSampleBlurIntensity = abs(2.0f * fHighSample.w - 1.0f);
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float4 fSample = lerp(fHighSample, fLowSample, fSampleBlurIntensity);
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// Compute smart weight to avoid cross-edge leaking
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float fWeight = fSample.w < fDepth ? abs(2.0f * fSample.w - 1.0f) : 1.0f;
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// Sum up
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fColor += fSample * fWeight;
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fAmount += fWeight;
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}
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return fColor / fAmount;
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} |