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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Updated global.fx and withinperception example script
Fixed some code.
This commit is contained in:
@@ -1,4 +1,23 @@
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// Status: WIP
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///////////////////////////////////////////////////////////////////////////////
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// Blur filter setting
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//
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// min: blurFalloff 8, sharpness 10/8
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// mid: blurFalloff 6, sharpness 8
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// max: blurFalloff 4, sharpness 6
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///////////////////////////////////////////////////////////////////////////////
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#define blurFalloff 4.0
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#define sharpness 6.0
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///////////////////////////////////////////////////////////////////////////////
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// Sharpen filter setting
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//
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// min: Sharpen 0.5, EdgeSharpen 1.0
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// mid: Sharpen 1.0, EdgeSharpen -0.25
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// max: Sharpen 1.75, EdgeSharpen -0.5 (1.5, -0.25)
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///////////////////////////////////////////////////////////////////////////////
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#define Sharpen 0.5
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#define EdgeSharpen 1.0
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texture bloomMap;
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sampler s0;
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@@ -12,6 +31,88 @@ sampler BloomSampler : samplerstate
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AddressV = Clamp;
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};
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// Variables that set the width and height of the current game resolution from sfall
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float w;
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float h;
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static const float2 resolution = float2(w, h);
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static const float2 wPass = float2(1, 0);
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static const float2 hPass = float2(0, 1);
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float Brightness(float3 color)
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{
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return 0.299 * color.r + 0.587 * color.g + 0.114 * color.b;
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}
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float3 BlurFunction(float2 uv, float brightness, inout float totalWeight)
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{
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float3 pointColor = (tex2Dlod(s0, float4(uv, 0, 0)).rgb);
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float diff = abs(brightness - Brightness(pointColor));
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float weight = exp2((-0.25 * blurFalloff) - (diff * sharpness));
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totalWeight += weight;
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return pointColor * weight;
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}
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float4 BlurDeltaPassPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
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{
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float3 sumColor = (tex2D(s0, uv).rgb);
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float brightness = Brightness(sumColor);
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delta *= (1 / resolution);
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float totalWeight = 1;
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float2 pointUV = uv + delta;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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pointUV = uv - delta;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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return float4((sumColor / totalWeight), 1);
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}
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static const float2 wDelta = float2(1, 0) * (1 / resolution);
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static const float2 hDelta = float2(0, 1) * (1 / resolution);
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float4 BlurPS(float4 color : COLOR0, float2 uv : TEXCOORD0) : COLOR0
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{
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float totalWeight = 1;
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float3 sumColor = (tex2D(s0, uv).rgb);
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float brightness = Brightness(sumColor);
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float2 pointUV = uv + wDelta;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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pointUV = uv - wDelta;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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pointUV = uv + hDelta;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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pointUV = uv - hDelta;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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return float4((sumColor / totalWeight), 1);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Bloom effect setting
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//
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// min: BloomIntensity .8
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// mid: BloomIntensity .85
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// max: BloomIntensity .9
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///////////////////////////////////////////////////////////////////////////////
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#define BaseIntensity 1.2
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#define BaseSaturation 1.0
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#define BloomIntensity 0.8
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#define BloomSaturation 0.35
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#define BloomThreshold 0.35
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#define BlurPower 0.002
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// pseudo gauss blur
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static const float2 offsets[12] = {
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-0.326212, -0.405805,
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@@ -28,89 +129,122 @@ static const float2 offsets[12] = {
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-0.791559, -0.597705,
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};
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float w;
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float h;
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static const float2 resolution = float2(w, h);
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// blur setting
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static const float blurFalloff = 8;
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static const float sharpness = 4;
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float4 AdjustSaturation(float4 color, float saturation) {
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float4 AdjustSaturation(float4 color, float saturation)
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{
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float grey = dot(color, float3(0.3, 0.59, 0.11));
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return lerp(grey, color, saturation);
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}
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float Brightness(float3 color)
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float4 BloomPS(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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return color.r * color.g - 0.75 * color.b;
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}
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float3 BlurFunction(float2 uv, float brightness, inout float totalWeight)
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{
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float3 pointColor =(tex2Dlod(s0, float4(uv, 0, 0)).rgb);
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float diff = abs(brightness - Brightness(pointColor));
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float weight = exp2(-0.25 * blurFalloff - diff * sharpness);
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totalWeight += weight;
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return pointColor * weight;
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}
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float4 BlurPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
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{
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float3 sumColor = (tex2D(s0, uv).rgb);
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float totalWeight = 1;
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float brightness = Brightness(sumColor);
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delta *= (1 / resolution);
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float radius = 1;
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float2 pointUV = uv + delta * radius;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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pointUV = uv - delta * radius;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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return float4((sumColor / totalWeight),1);
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// return AdjustSaturation(Color, 0.5);
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}
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float4 BloomT(float2 texCoord : TEXCOORD0) : COLOR0 {
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float4 c = tex2D(s0, texCoord);
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float BloomThreshold = 0.2;
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return saturate((c - BloomThreshold) / (1 - BloomThreshold));
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}
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float4 Bloom(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 {
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float BaseIntensity = 1.0;
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float BaseSaturation = 1;
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float BloomIntensity = 1; // 0.4
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float BloomSaturation = 0.5;
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float BlurPower = 0.01;
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float BloomThreshold = 0.5;
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float4 original = tex2D(s0, texCoord);
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// blur
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float4 sum = tex2D(s0, texCoord);
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for(int i = 0; i < 12; i++){
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sum += tex2D(s0, texCoord + BlurPower * offsets[i]);
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}
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sum /= 13;
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original = AdjustSaturation(original, BaseSaturation) * BaseIntensity;
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sum = AdjustSaturation(sum, BloomSaturation) * BloomIntensity;
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float sum = (original.r + original.g + original.b) * 0.333;
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if (sum >= 0.95) return original;
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sum = saturate((sum - BloomThreshold) / (1 - BloomThreshold));
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// bloom blur
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float4 bloomBlur = tex2D(s0, texCoord);
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for(int i = 0; i < 12; i++)
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{
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bloomBlur += tex2D(s0, texCoord + BlurPower * offsets[i]);
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}
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bloomBlur *= 0.085;
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return sum + original;
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// return sum;
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float intensity = BloomIntensity - lerp(0.0, 0.2, sum);
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bloomBlur = AdjustSaturation(bloomBlur, BloomSaturation) * intensity;
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bloomBlur = saturate((bloomBlur - BloomThreshold) / (1 - BloomThreshold));
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return bloomBlur + original;
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}
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technique Blur
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static const float CoefBlur = (Sharpen * 0.5);
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static const float CoefOrig = (1 + CoefBlur);
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// for the sharpen edge
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#define SharpenEdge 0.4
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static const float sharpenVal0 = (Sharpen * (1.5 + EdgeSharpen));
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static const float sharpenVal1 = ((sharpenVal0 - 1) / 8.0);
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// pixel "width"
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static const float px = (1.0 / w);
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static const float py = (1.0 / h);
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// for the blur filter
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#define mean 1.0
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static const float dx = (mean * px);
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static const float dy = (mean * py);
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float4 SharpenComplexPS(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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// pass P2 { PixelShader = compile ps_2_0 BloomT(); }
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// pass P3 { PixelShader = compile ps_2_0 Bloom(); }
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Pass P0 { PixelShader = compile ps_3_0 BlurPS(float2(1, 0)); }
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Pass P1 { PixelShader = compile ps_3_0 BlurPS(float2(0, 1)); }
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float4 c0 = tex2D(s0, texCoord); // get original pixel
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// edge detection
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// Get neighbor points
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// [ c1, c2, c3 ]
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// [ c4, c0, c5 ]
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// [ c6, c7, c8 ]
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float4 c1 = tex2D(s0, texCoord + float2(-px, -py));
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float4 c2 = tex2D(s0, texCoord + float2( 0, -py));
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float4 c3 = tex2D(s0, texCoord + float2( px, -py));
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float4 c4 = tex2D(s0, texCoord + float2(-px, 0));
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float4 c5 = tex2D(s0, texCoord + float2( px, 0));
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float4 c6 = tex2D(s0, texCoord + float2(-px, py));
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float4 c7 = tex2D(s0, texCoord + float2( 0, py));
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float4 c8 = tex2D(s0, texCoord + float2( px, py));
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// using Sobel filter
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// horizontal gradient
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// [ -1, 0, 1 ]
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// [ -2, 0, 2 ]
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// [ -1, 0, 1 ]
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float delta1 = (c3 + 2 * c5 + c8) - (c1 + 2 * c4 + c6);
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// vertical gradient
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// [ -1, - 2, -1 ]
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// [ 0, 0, 0 ]
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// [ 1, 2, 1 ]
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float4 c13 = c1 + c3;
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float4 c68 = c6 + c8;
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float delta2 = (c68 + 2 * c7) - (c13 + 2 * c2);
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// computation
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if (sqrt(mul(delta1, delta1) + mul(delta2, delta2)) > SharpenEdge) {
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// if we have an edge, use sharpen
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return c0 * sharpenVal0 - (c13 + c2 + c4 + c5 + c68 + c7) * sharpenVal1;
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// Display edges in red...
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//return float4( 1.0, 0.0, 0.0, 0.0 );
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} else {
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// else return corrected image
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// compute blurred image (gaussian filter)
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c1 = tex2D(s0, texCoord + float2(-dx, -dy));
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c2 = tex2D(s0, texCoord + float2( 0, -dy));
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c3 = tex2D(s0, texCoord + float2( dx, -dy));
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c4 = tex2D(s0, texCoord + float2(-dx, 0));
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c5 = tex2D(s0, texCoord + float2( dx, 0));
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c6 = tex2D(s0, texCoord + float2(-dx, dy));
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c7 = tex2D(s0, texCoord + float2( 0, dy));
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c8 = tex2D(s0, texCoord + float2( dx, dy));
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// gaussian filter
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// [ 1, 2, 1 ]
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// [ 2, 4, 2 ]
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// [ 1, 2, 1 ]
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// to normalize the values, we need to divide by the coeff sum
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float4 flou = (c1 + c3 + c6 + c8 + 2 * (c2 + c4 + c5 + c7) + 4 * c0) * 0.0625; // 1 / (1+2+1+2+4+2+1+2+1) = 1 / 16 = 0.0625
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// substract blurred image from original image
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return (CoefOrig * c0 - CoefBlur * flou);
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}
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}
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technique BlurBloom
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{
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//pass P0 { PixelShader = compile ps_3_0 BlurDeltaPassPS(wPass); }
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//pass P1 { PixelShader = compile ps_3_0 BlurDeltaPassPS(hPass); }
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pass P0 { PixelShader = compile ps_3_0 BlurPS(); }
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pass P3 { PixelShader = compile ps_2_0 BloomPS(); }
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pass P2 { PixelShader = compile ps_2_0 SharpenComplexPS(); }
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}
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