Clients/Client2016/shaders/source/screenspace.hlsl

212 lines
4.7 KiB
HLSL

#include "common.h"
TEX_DECLARE2D(Texture, 0);
TEX_DECLARE2D(Mask, 1);
// .xy = gbuffer width/height, .zw = inverse gbuffer width/height
uniform float4 TextureSize;
uniform float4 Params1;
uniform float4 Params2;
#if defined(GLSL) || defined(DX11)
float4 convertPosition(float4 p, float scale)
{
return p;
}
#else
float4 convertPosition(float4 p, float scale)
{
// half-pixel offset
return p + float4(-TextureSize.z, TextureSize.w, 0, 0) * scale;
}
#endif
#ifndef GLSL
float2 convertUv(float4 p)
{
return p.xy * float2(0.5, -0.5) + 0.5;
}
#else
float2 convertUv(float4 p)
{
return p.xy * 0.5 + 0.5;
}
#endif
// simple pass through structure
struct VertexOutput
{
float4 p : POSITION;
float2 uv : TEXCOORD0;
};
// position and tex coord + 4 additional tex coords
struct VertexOutput_4uv
{
float4 p : POSITION;
float2 uv : TEXCOORD0;
float4 uv12 : TEXCOORD1;
float4 uv34 : TEXCOORD2;
};
// position and tex coord + 8 additional tex coords
struct VertexOutput_8uv
{
float4 p : POSITION;
float2 uv : TEXCOORD0;
float4 uv12 : TEXCOORD1;
float4 uv34 : TEXCOORD2;
float4 uv56 : TEXCOORD3;
float4 uv78 : TEXCOORD4;
};
VertexOutput passThrough_vs(float4 p: POSITION)
{
VertexOutput OUT;
OUT.p = convertPosition(p, 1);
OUT.uv = convertUv(p);
return OUT;
}
float4 passThrough_ps( VertexOutput IN ) : COLOR0
{
return tex2D(Texture, IN.uv);
}
VertexOutput_4uv downsample4x4_vs(float4 p: POSITION)
{
float2 uv = convertUv(p);
VertexOutput_4uv OUT;
OUT.p = convertPosition(p, 1);
OUT.uv = uv;
float2 uvOffset = TextureSize.zw * 0.25f;
OUT.uv12.xy = uv + uvOffset * float2(-1, -1);
OUT.uv12.zw = uv + uvOffset * float2(+1, -1);
OUT.uv34.xy = uv + uvOffset * float2(-1, +1);
OUT.uv34.zw = uv + uvOffset * float2(+1, +1);
return OUT;
}
float4 imageProcess_ps( VertexOutput IN ) : COLOR0
{
float3 color = tex2D(Texture, IN.uv).rgb;
float4 tintColor = float4(Params2.xyz,1);
//float4 tintColor = float4(18.0 / 255.0, 58.0 / 255.0, 80.0 / 255.0, 1);
float contrast = Params1.y;
float brightness = Params1.x;
float grayscaleLvl = Params1.z;
color = contrast*(color - 0.5) + 0.5 + brightness;
float grayscale = (color.r + color.g + color.g) / 3.0;
return lerp(float4(color.rgb,1), float4(grayscale.xxx,1), grayscaleLvl) * tintColor;
}
float4 gauss(float samples, float2 uv)
{
float2 step = Params1.xy;
float sigma = Params1.z;
float sigmaN1 = 1 / sqrt(2 * 3.1415926 * sigma * sigma);
float sigmaN2 = 1 / (2 * sigma * sigma);
// First sample is in the center and accounts for our pixel
float4 result = tex2D(Texture, uv) * sigmaN1;
float weight = sigmaN1;
// Every loop iteration computes impact of 4 pixels
// Each sample computes impact of 2 neighbor pixels, starting with the next one to the right
// Note that we sample exactly in between pixels to leverage bilinear filtering
for (int i = 0; i < samples; ++i)
{
float ix = 2 * i + 1.5;
float iw = 2 * exp(-ix * ix * sigmaN2) * sigmaN1;
result += (tex2D(Texture, uv + step * ix) + tex2D(Texture, uv - step * ix)) * iw;
weight += 2 * iw;
}
// Since the above is an approximation of the integral with step functions, normalization compensates for the error
return (result / weight);
}
float4 blur3_ps(VertexOutput IN): COLOR0
{
return gauss(3, IN.uv);
}
float4 blur5_ps(VertexOutput IN): COLOR0
{
return gauss(5, IN.uv);
}
float4 blur7_ps(VertexOutput IN): COLOR0
{
return gauss(7, IN.uv);
}
float4 glowApply_ps( VertexOutput IN ) : COLOR0
{
float4 color = tex2D(Texture, IN.uv);
return float4(color.rgb * Params1.x, color.a);
}
// this is specific glow downsample
float4 downSample4x4Glow_ps( VertexOutput_4uv IN ) : COLOR0
{
float4 avgColor = tex2D( Texture, IN.uv12.xy );
avgColor += tex2D( Texture, IN.uv12.zw );
avgColor += tex2D( Texture, IN.uv34.xy );
avgColor += tex2D( Texture, IN.uv34.zw );
avgColor *= 0.25;
return float4(avgColor.rgb, 1) * (1-avgColor.a);
}
float4 ShadowBlurPS(VertexOutput IN): COLOR0
{
#ifdef GLSLES
int N = 1;
float sigma = 0.5;
#else
int N = 3;
float sigma = 1.5;
#endif
float2 step = Params1.xy;
float sigmaN1 = 1 / sqrt(2 * 3.1415926 * sigma * sigma);
float sigmaN2 = 1 / (2 * sigma * sigma);
float depth = 1;
float color = 0;
float weight = 0;
for (int i = -N; i <= N; ++i)
{
float ix = i;
float iw = exp(-ix * ix * sigmaN2) * sigmaN1;
float4 data = tex2D(Texture, IN.uv + step * ix);
depth = min(depth, data.x);
color += data.y * iw;
weight += iw;
}
float mask = tex2D(Mask, IN.uv).r;
// Since the above is an approximation of the integral with step functions, normalization compensates for the error
return float4(depth, color * mask * (1 / weight), 0, 0);
}