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bluflame/evoke-64k/ev10/cfg/psdof.txt
2026-04-18 22:31:51 +02:00

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float4 res : register(c0);
float2 Dist : register(c3);
sampler2D colorSampler : register(s0);
sampler2D depthSampler : register(s1);
sampler2D blurSampler : register(s4);
// Tweakables
static float g_fRadius = 0.005f;
static float g_fLowRadiusScaling = 0.4f;
static float g_fNearPlane = 1.0f;
static float g_fFocalPlane = Dist.y;
static float g_fDistScale = 1.0f / pow( g_fFocalPlane , 2.5f );
static float g_fFarPlane= 128.0f;
static const float2 vPoissonDisc[] = {
float2(-0.326212f, -0.40581f),
float2(-0.840144f, -0.07358f),
float2(-0.695914f, 0.457137f),
float2(-0.203345f, 0.620716f),
float2(0.96234f, -0.194983f),
float2(0.473434f, -0.480026f),
float2(0.519456f, 0.767022f),
float2(0.185461f, -0.893124f),
float2(0.507431f, 0.064425f),
float2(0.89642f, 0.412458f),
float2(-0.32194f, -0.932615f),
float2(-0.791559f, -0.59771f)
};
float4 ps_blur_intensity(float2 TexCoord : TEXCOORD0) : COLOR0
{
// Sample pixel depth
float fDepth = tex2D(depthSampler, TexCoord).x;
// Anti-aliasing
float4 fDDTexCoords1 = TexCoord.xyxy, fDDTexCoords2 = TexCoord.xyxy;
fDDTexCoords1.zw -= res.zw; fDDTexCoords2.zw += res.zw;
float4 fDDDepth4 = fDepth - float4(
tex2D(depthSampler, fDDTexCoords1.zy).x, tex2D(depthSampler, fDDTexCoords1.xw).x,
tex2D(depthSampler, fDDTexCoords2.zy).x, tex2D(depthSampler, fDDTexCoords2.xw).x );
// fDDDepth4 = lerp(fDDDepth4, abs(fDDDepth4), (fDDDepth4 * fDDDepth4.zwxy) > 0.f);
float2 fDeltaDepth2 = max(fDDDepth4.xy, fDDDepth4.zw);
float fDeltaDepth = max(fDeltaDepth2.x, fDeltaDepth2.y);
float fIntensity;
if(fDepth < g_fFocalPlane)
{
// Close-up blur
fIntensity = (fDepth - g_fFocalPlane) / (g_fFocalPlane - g_fNearPlane);
}
else
{
// Distance blur
float2 fDistances = (fDepth - g_fFocalPlane);
fDistances.y -= max(fDeltaDepth, 0.f);
float2 fIntensities = saturate(fDistances * g_fDistScale );
fIntensity = lerp(fIntensities.y, fIntensities.x, fIntensities.y);
}
// Bias to valid range
return float4(
tex2D(colorSampler, TexCoord).xyz,
saturate(0.5f + 0.5f * fIntensity) );
}
float4 ps_main(float2 TexCoord : TEXCOORD0) : COLOR0
{
// Center pixel depth
float fDepth = tex2D(colorSampler, TexCoord).w;
// Scale sampling radius
float fRadius = abs(2.0f * g_fRadius * fDepth - g_fRadius);
float fLowRadius = fRadius * g_fLowRadiusScaling;
float4 fColor = 0.0f;
float fAmount = 0.0f;
// Loop over samples
for(int i = 0; i < 12; i++)
{
// Sample on poisson disc
float2 fHighSampleTexCoord = TexCoord + fRadius * vPoissonDisc[i];
float2 fLowSampleTexCoord = TexCoord + fLowRadius * vPoissonDisc[i];
// Sample blurred and unblurred texture
float4 fHighSample = tex2D(colorSampler, fHighSampleTexCoord);
float4 fLowSample = tex2D(blurSampler, fLowSampleTexCoord);
// Blend between blurred and unblurred texture
float fSampleBlurIntensity = abs(2.f * fHighSample.w - 1.f);
// * saturate(1.f - 3.f * (fHighSample.w - fLowSample.w));
float4 fSample = lerp(fHighSample, fLowSample, fSampleBlurIntensity);
// Compute smart weight to avoid cross-edge leaking
float fWeight = fSample.w < fDepth ? abs(2.f * fSample.w - 1.f) : 1.f;
// Sum up
fColor += fSample * fWeight;
fAmount += fWeight;
}
return fColor / fAmount;
}