Urho3D/bin/CoreData/Shaders/HLSL/BloomHDR.hlsl

165 lines
4.4 KiB
HLSL

#include "Uniforms.hlsl"
#include "Transform.hlsl"
#include "Samplers.hlsl"
#include "ScreenPos.hlsl"
#include "PostProcess.hlsl"
#ifndef D3D11
// D3D9 uniforms
uniform float cBloomHDRThreshold;
uniform float2 cBloomHDRBlurDir;
uniform float cBloomHDRBlurRadius;
uniform float cBloomHDRBlurSigma;
uniform float2 cBloomHDRMix;
uniform float2 cBright2Offsets;
uniform float2 cBright4Offsets;
uniform float2 cBright8Offsets;
uniform float2 cBright16Offsets;
uniform float2 cBright2InvSize;
uniform float2 cBright4InvSize;
uniform float2 cBright8InvSize;
uniform float2 cBright16InvSize;
#else
// D3D11 constant buffers
#ifdef COMPILEVS
cbuffer CustomVS : register(b6)
{
float2 cBright2Offsets;
float2 cBright4Offsets;
float2 cBright8Offsets;
float2 cBright16Offsets;
}
#else
cbuffer CustomPS : register(b6)
{
float cBloomHDRThreshold;
float2 cBloomHDRBlurDir;
float cBloomHDRBlurRadius;
float cBloomHDRBlurSigma;
float2 cBloomHDRMix;
float2 cBright2InvSize;
float2 cBright4InvSize;
float2 cBright8InvSize;
float2 cBright16InvSize;
}
#endif
#endif
static const int BlurKernelSize = 5;
void VS(float4 iPos : POSITION,
out float2 oTexCoord : TEXCOORD0,
out float2 oScreenPos : TEXCOORD1,
out float4 oPos : OUTPOSITION)
{
float4x3 modelMatrix = iModelMatrix;
float3 worldPos = GetWorldPos(modelMatrix);
oPos = GetClipPos(worldPos);
oTexCoord = GetQuadTexCoord(oPos);
#ifdef BLUR2
oTexCoord = GetQuadTexCoord(oPos) + cBright2Offsets;
#endif
#ifdef BLUR4
oTexCoord = GetQuadTexCoord(oPos) + cBright4Offsets;
#endif
#ifdef BLUR8
oTexCoord = GetQuadTexCoord(oPos) + cBright8Offsets;
#endif
#ifdef BLUR16
oTexCoord = GetQuadTexCoord(oPos) + cBright16Offsets;
#endif
#ifdef COMBINE2
oTexCoord = GetQuadTexCoord(oPos) + cBright2Offsets;
#endif
#ifdef COMBINE4
oTexCoord = GetQuadTexCoord(oPos) + cBright4Offsets;
#endif
#ifdef COMBINE8
oTexCoord = GetQuadTexCoord(oPos) + cBright8Offsets;
#endif
#ifdef COMBINE16
oTexCoord = GetQuadTexCoord(oPos) + cBright16Offsets;
#endif
oScreenPos = GetScreenPosPreDiv(oPos);
}
void PS(float2 iTexCoord : TEXCOORD0,
float2 iScreenPos : TEXCOORD1,
out float4 oColor : OUTCOLOR0)
{
#ifdef BRIGHT
float3 color = Sample2D(DiffMap, iScreenPos).rgb;
oColor = float4(max(color - cBloomHDRThreshold, 0.0), 1.0);
#endif
#ifndef D3D11
#ifdef BLUR16
oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright16InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
#endif
#ifdef BLUR8
oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright8InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
#endif
#ifdef BLUR4
oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright4InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
#endif
#ifdef BLUR2
oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, iTexCoord);
#endif
#else
#ifdef BLUR16
oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright16InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
#endif
#ifdef BLUR8
oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright8InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
#endif
#ifdef BLUR4
oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright4InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
#endif
#ifdef BLUR2
oColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, tDiffMap, sDiffMap, iTexCoord);
#endif
#endif
#ifdef COMBINE16
oColor = Sample2D(DiffMap, iScreenPos) + Sample2D(NormalMap, iTexCoord);
#endif
#ifdef COMBINE8
oColor = Sample2D(DiffMap, iScreenPos) + Sample2D(NormalMap, iTexCoord);
#endif
#ifdef COMBINE4
oColor = Sample2D(DiffMap, iScreenPos) + Sample2D(NormalMap, iTexCoord);
#endif
#ifdef COMBINE2
float3 color = Sample2D(DiffMap, iScreenPos).rgb * cBloomHDRMix.x;
float3 bloom = Sample2D(NormalMap, iTexCoord).rgb * cBloomHDRMix.y;
oColor = float4(color + bloom, 1.0);
#endif
}