56 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			56 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| // OBS Default
 | |
| uniform float4x4 ViewProj;
 | |
| 
 | |
| // Settings (Shared)
 | |
| uniform texture2d u_image;
 | |
| uniform float2 u_imageSize;
 | |
| uniform float2 u_imageTexelDelta;
 | |
| uniform int u_radius;
 | |
| uniform int u_diameter;
 | |
| uniform float2 u_texelDelta;
 | |
| 
 | |
| sampler_state textureSampler {
 | |
| 	Filter    = Point;
 | |
| 	AddressU  = Clamp;
 | |
| 	AddressV  = Clamp;
 | |
| };
 | |
| 
 | |
| struct VertDataIn {
 | |
| 	float4 pos : POSITION;
 | |
| 	float2 uv  : TEXCOORD0;
 | |
| };
 | |
| 
 | |
| struct VertDataOut {
 | |
| 	float4 pos : POSITION;
 | |
| 	float2 uv  : TEXCOORD0;
 | |
| };
 | |
| 
 | |
| VertDataOut VSDefault(VertDataIn v_in)
 | |
| {
 | |
| 	VertDataOut vert_out;
 | |
| 	vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
 | |
| 	vert_out.uv  = v_in.uv;
 | |
| 	return vert_out;
 | |
| }
 | |
| 
 | |
| // Box Blur
 | |
| float4 PSBox(VertDataOut v_in) : TARGET
 | |
| {
 | |
| 	float4 rgba = u_image.Sample(textureSampler, v_in.uv);
 | |
| 	for (int k = 1; k <= u_radius; k++) {
 | |
| 		rgba += u_image.Sample(textureSampler, v_in.uv + (u_texelDelta * k));
 | |
| 		rgba += u_image.Sample(textureSampler, v_in.uv - (u_texelDelta * k));
 | |
| 	}
 | |
| 	rgba = rgba / u_diameter;
 | |
| 	return rgba;
 | |
| }
 | |
| 
 | |
| technique Draw
 | |
| {
 | |
| 	pass
 | |
| 	{
 | |
| 		vertex_shader = VSDefault(v_in);
 | |
| 		pixel_shader  = PSBox(v_in);
 | |
| 	}
 | |
| }
 |