62 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			62 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| // Parameters
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| /// OBS
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| uniform float4x4 ViewProj;
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| /// Blur
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| uniform texture2d u_image;
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| uniform float2 u_imageSize;
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| uniform float2 u_imageTexel;
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| uniform int u_radius;
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| uniform int u_diameter;
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| uniform float2 u_texelDelta;
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| 
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| // Data
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| sampler_state pointSampler {
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| 	Filter    = Point;
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| 	AddressU  = Clamp;
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| 	AddressV  = Clamp;
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| 	MinLOD    = 0;
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| 	MaxLOD    = 0;
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| };
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| 
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| struct VertDataIn {
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| 	float4 pos : POSITION;
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| 	float2 uv  : TEXCOORD0;
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| };
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| 
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| struct VertDataOut {
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| 	float4 pos : POSITION;
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| 	float2 uv  : TEXCOORD0;
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| };
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| 
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| VertDataOut VSDefault(VertDataIn v_in)
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| {
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| 	VertDataOut vert_out;
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| 	vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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| 	vert_out.uv  = v_in.uv;
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| 	return vert_out;
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| }
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| 
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| // Box Blur
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| float4 BlurFunc(float2 uv, float4 rgba) {
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| 	float4 final = rgba;
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| 	for (int k = 1; k <= u_radius; k++) {
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| 		final += u_image.SampleLevel(pointSampler, uv + (u_texelDelta * k), 0);
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| 		final += u_image.SampleLevel(pointSampler, uv - (u_texelDelta * k), 0);
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| 	}
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| 	return final / u_diameter;
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| }
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| 
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| float4 PSBox(VertDataOut v_in) : TARGET {
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| 	float4 rgba = u_image.SampleLevel(pointSampler, v_in.uv, 0);
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| 	return BlurFunc(v_in.uv, rgba);
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| }
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| 
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| technique Draw
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| {
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| 	pass
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| 	{
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| 		vertex_shader = VSDefault(v_in);
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| 		pixel_shader  = PSBox(v_in);
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| 	}
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| }
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