135 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			135 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| // OBS Default
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| uniform float4x4 ViewProj;
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| 
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| // Settings (Shared)
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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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| // Settings (Private)
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| //uniform float registerkernel[25];
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| uniform texture2d kernel;
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| uniform float2 kernelTexel;
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| 
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| sampler_state pointClampSampler {
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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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| sampler_state bilinearClampSampler {
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| 	Filter    = Bilinear;
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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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| // Gaussian Blur
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| float Gaussian(float x, float o) {
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| 	const float pivalue = 3.1415926535897932384626433832795;
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| 	return (1.0 / (o * sqrt(2.0 * pivalue))) * exp((-(x * x)) / (2 * (o * o)));
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| }
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| 
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| float4 InternalGaussian(float2 p_uv, float2 p_uvStep, int p_radius,
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|   texture2d p_image, float2 p_imageTexel) {
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| 	float l_gauss = Gaussian(0, p_size);
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| 	float4 l_value = p_image.Sample(pointClampSampler, p_uv) * gauss;
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| 	float2 l_uvoffset = float2(0, 0);
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| 	for (int k = 1; k <= p_size; k++) {
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| 		l_uvoffset += p_uvStep;
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| 		float l_g = Gaussian(k, p_size);
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| 		float4 l_p = p_image.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g;
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| 		float4 l_n = p_image.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g;
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| 		l_value += l_p + l_n;
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| 		l_gauss += l_g;
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| 	}
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| 	l_value = l_value * (1.0 / l_gauss);
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| 	return l_value;
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| }
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| 
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| float4 InternalGaussianPrecalculated(float2 p_uv, float2 p_uvStep, int p_radius,
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|   texture2d p_image, float2 p_imageTexel,
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|   texture2d p_kernel, float2 p_kernelTexel) {
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| 	float4 l_value = p_image.Sample(pointClampSampler, p_uv)
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| 		* kernel.Sample(pointClampSampler, float2(0, 0)).r;
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| 	float2 l_uvoffset = float2(0, 0);
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| 	for (int k = 1; k <= p_radius; k++) {
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| 		l_uvoffset += p_uvStep;
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| 		float l_g = p_kernel.Sample(pointClampSampler, p_kernelTexel * k).r;
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| 		float4 l_p = p_image.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g;
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| 		float4 l_n = p_image.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g;
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| 		l_value += l_p + l_n;
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| 	}
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| 	return l_value;
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| }
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| 
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| /*float4 InternalGaussianPrecalculatedNVOptimized(float2 p_uv, int p_size,
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|   texture2d p_image, float2 p_imageTexel,
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|   texture2d p_kernel, float2 p_kernelTexel) {
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| 	if (p_size % 2 == 0) {
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| 		float4 l_value = p_image.Sample(pointClampSampler, p_uv)
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| 			* kernel.Sample(pointClampSampler, float2(0, 0)).r;
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| 		float2 l_uvoffset = p_texel;
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| 		float2 l_koffset = p_kernelTexel;
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| 		for (int k = 1; k <= p_size; k++) {
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| 			float l_g = p_kernel.Sample(pointClampSampler, l_koffset).r;
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| 			float4 l_p = p_image.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g;
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| 			float4 l_n = p_image.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g;
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| 			l_value += l_p + l_n;
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| 			l_uvoffset += p_texel;
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| 			l_koffset += p_kernelTexel;
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| 		}
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| 		return l_value;
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| 	} else {
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| 		return InternalGaussianPrecalculated(p_uv, p_image, p_texel, p_size, p_kernel, p_kerneltexel);)
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| 	}
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| }*/
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| 
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| float4 PSGaussian(VertDataOut v_in) : TARGET {
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| 	//return InternalGaussian(v_in.uv, u_texelDelta, u_image, u_imageTexel, u_radius);
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| 
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| 	///*
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| 	return InternalGaussianPrecalculated(
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| 		v_in.uv, u_texelDelta, u_radius,
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| 		u_image, u_imageTexel,
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| 		kernel, kernelTexel);//*/
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| 
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| 	/*
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| 	return InternalGaussianPrecalculatedNVOptimize(
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| 		v_in.uv, u_texelDelta, u_radius,
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| 		u_image, u_imageTexel,
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| 		kernel, kernelTexel);//*/
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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  = PSGaussian(v_in);
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| 	}
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| }
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