mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-22 22:25:37 +01:00
179 lines
4.5 KiB
HLSL
179 lines
4.5 KiB
HLSL
// Copyright (c) Microsoft Corporation. All rights reserved.
|
|
// Licensed under the MIT License.
|
|
//
|
|
// http://go.microsoft.com/fwlink/?LinkId=248929
|
|
|
|
static const int MAX_SAMPLES = 16;
|
|
|
|
|
|
Texture2D<float4> Texture : register(t0);
|
|
sampler Sampler : register(s0);
|
|
|
|
|
|
cbuffer Parameters : register(b0)
|
|
{
|
|
float4 sampleOffsets[MAX_SAMPLES];
|
|
float4 sampleWeights[MAX_SAMPLES];
|
|
};
|
|
|
|
|
|
#include "Structures.fxh"
|
|
|
|
|
|
// Vertex shader: self-created quad.
|
|
VSInputTx VSQuad(uint vI : SV_VertexId)
|
|
{
|
|
VSInputTx vout;
|
|
|
|
// We use the 'big triangle' optimization so you only Draw 3 verticies instead of 4.
|
|
float2 texcoord = float2((vI << 1) & 2, vI & 2);
|
|
vout.TexCoord = texcoord;
|
|
|
|
vout.Position = float4(texcoord.x * 2 - 1, -texcoord.y * 2 + 1, 0, 1);
|
|
return vout;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
// Pixel shader: copy.
|
|
float4 PSCopy(VSInputTx pin) : SV_Target0
|
|
{
|
|
float4 color = Texture.Sample(Sampler, pin.TexCoord);
|
|
return color;
|
|
}
|
|
|
|
|
|
// Pixel shader: monochrome.
|
|
float4 PSMonochrome(VSInputTx pin) : SV_Target0
|
|
{
|
|
float4 color = Texture.Sample(Sampler, pin.TexCoord);
|
|
float3 grayscale = float3(0.2125f, 0.7154f, 0.0721f);
|
|
float3 output = dot(color.rgb, grayscale);
|
|
return float4(output, color.a);
|
|
}
|
|
|
|
|
|
// Pixel shader: sepia.
|
|
float4 PSSepia(VSInputTx pin) : SV_Target0
|
|
{
|
|
float4 color = Texture.Sample(Sampler, pin.TexCoord);
|
|
|
|
float3 red = float3(0.393f, 0.769f, 0.189f);
|
|
float3 green = float3(0.349f, 0.686f, 0.168f);
|
|
float3 blue = float3(0.272f, 0.534f, 0.131f);
|
|
|
|
float3 output;
|
|
output.r = dot(color.rgb, red);
|
|
output.g = dot(color.rgb, green);
|
|
output.b = dot(color.rgb, blue);
|
|
return float4(output, color.a);
|
|
}
|
|
|
|
|
|
// Pixel shader: down-sample 2x2.
|
|
float4 PSDownScale2x2(VSInputTx pin) : SV_Target0
|
|
{
|
|
const int NUM_SAMPLES = 4;
|
|
float4 vColor = 0.0f;
|
|
|
|
for( int i=0; i < NUM_SAMPLES; i++ )
|
|
{
|
|
vColor += Texture.Sample(Sampler, pin.TexCoord + sampleOffsets[i].xy);
|
|
}
|
|
|
|
return vColor / NUM_SAMPLES;
|
|
}
|
|
|
|
|
|
// Pixel shader: down-sample 4x4.
|
|
float4 PSDownScale4x4(VSInputTx pin) : SV_Target0
|
|
{
|
|
const int NUM_SAMPLES = 16;
|
|
float4 vColor = 0.0f;
|
|
|
|
for (int i = 0; i < NUM_SAMPLES; i++)
|
|
{
|
|
vColor += Texture.Sample(Sampler, pin.TexCoord + sampleOffsets[i].xy);
|
|
}
|
|
|
|
return vColor / NUM_SAMPLES;
|
|
}
|
|
|
|
|
|
// Pixel shader: gaussian blur 5x5.
|
|
float4 PSGaussianBlur5x5(VSInputTx pin) : SV_Target0
|
|
{
|
|
float4 vColor = 0.0f;
|
|
|
|
for (int i = 0; i < 13; i++)
|
|
{
|
|
vColor += sampleWeights[i] * Texture.Sample(Sampler, pin.TexCoord + sampleOffsets[i].xy);
|
|
}
|
|
|
|
return vColor;
|
|
}
|
|
|
|
|
|
// Pixel shader: bloom (extract)
|
|
float4 PSBloomExtract(VSInputTx pin) : SV_Target0
|
|
{
|
|
// Uses sampleWeights[0] as 'bloom threshold'
|
|
float4 c = Texture.Sample(Sampler, pin.TexCoord);
|
|
return saturate((c - sampleWeights[0]) / (1 - sampleWeights[0]));
|
|
}
|
|
|
|
|
|
// Pixel shader: bloom (blur)
|
|
float4 PSBloomBlur(VSInputTx pin) : SV_Target0
|
|
{
|
|
float4 vColor = 0.0f;
|
|
|
|
// Perform a one-directional gaussian blur
|
|
for (int i = 0; i < 15; i++)
|
|
{
|
|
vColor += sampleWeights[i] * Texture.Sample(Sampler, pin.TexCoord + sampleOffsets[i].xy);
|
|
}
|
|
|
|
return vColor;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
Texture2D<float4> Texture2 : register(t1);
|
|
|
|
// Pixel shader: merge
|
|
float4 PSMerge(VSInputTx pin) : SV_Target0
|
|
{
|
|
float4 vColor = sampleWeights[0] * Texture.Sample(Sampler, pin.TexCoord);
|
|
vColor += sampleWeights[1] * Texture2.Sample(Sampler, pin.TexCoord);
|
|
return vColor;
|
|
}
|
|
|
|
|
|
// Pixel shader: bloom (combine)
|
|
float4 AdjustSaturation(float4 color, float saturation)
|
|
{
|
|
float3 grayscale = float3(0.2125f, 0.7154f, 0.0721f);
|
|
float gray = dot(color.rgb, grayscale);
|
|
return lerp(gray, color, saturation);
|
|
}
|
|
|
|
float4 PSBloomCombine(VSInputTx pin) : SV_Target0
|
|
{
|
|
// Uses sampleWeights[0].x as base saturation, sampleWeights[0].y as bloom saturation
|
|
// Uses sampleWeights[1] as base intensity; sampleWeights[2] as bloom intensity
|
|
float4 base = Texture.Sample(Sampler, pin.TexCoord);
|
|
float4 bloom = Texture2.Sample(Sampler, pin.TexCoord);
|
|
|
|
// Adjust color saturation and intensity.
|
|
base = AdjustSaturation(base, sampleWeights[0].x) * sampleWeights[1];
|
|
bloom = AdjustSaturation(bloom, sampleWeights[0].y) * sampleWeights[2];
|
|
|
|
// Darken down the base image in areas where there is a lot of bloom,
|
|
// to prevent things looking excessively burned-out.
|
|
base *= (1 - saturate(bloom));
|
|
|
|
// Combine the two images.
|
|
return base + bloom;
|
|
}
|