49 lines
1.2 KiB
HLSL
49 lines
1.2 KiB
HLSL
#include "Uniforms.hlsl"
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#include "Samplers.hlsl"
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#include "Transform.hlsl"
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#include "ScreenPos.hlsl"
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#ifndef D3D11
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// D3D9 uniforms
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uniform float2 cBlurOffsets;
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#else
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#ifdef COMPILEPS
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// D3D11 constant buffers
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cbuffer CustomPS : register(b6)
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{
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float2 cBlurOffsets;
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}
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#endif
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#endif
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void VS(float4 iPos : POSITION,
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out float2 oScreenPos : TEXCOORD0,
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out float4 oPos : OUTPOSITION)
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{
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float4x3 modelMatrix = iModelMatrix;
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float3 worldPos = GetWorldPos(modelMatrix);
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oPos = GetClipPos(worldPos);
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oScreenPos = GetScreenPosPreDiv(oPos);
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}
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void PS(float2 iScreenPos : TEXCOORD0,
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out float4 oColor : OUTCOLOR0)
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{
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float2 color = 0.0;
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color += 0.015625 * Sample2D(DiffMap, iScreenPos - 3.0 * cBlurOffsets).rg;
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color += 0.09375 * Sample2D(DiffMap, iScreenPos - 2.0 * cBlurOffsets).rg;
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color += 0.234375 * Sample2D(DiffMap, iScreenPos - cBlurOffsets).rg;
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color += 0.3125 * Sample2D(DiffMap, iScreenPos).rg;
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color += 0.234375 * Sample2D(DiffMap, iScreenPos + cBlurOffsets).rg;
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color += 0.09375 * Sample2D(DiffMap, iScreenPos + 2.0 * cBlurOffsets).rg;
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color += 0.015625 * Sample2D(DiffMap, iScreenPos + 3.0 * cBlurOffsets).rg;
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oColor = float4(color, 0.0, 0.0);
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}
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