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// Copyright (c) 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// Pixel shader used to do a bloom. It's expected that the consumers set
// TexelKernel before using.
Texture2D textureMap;
cbuffer cbPerObject {
float4x4 gWVP;
};
struct VS_IN {
float3 posL : POSITION;
float2 texC : TEXC;
};
struct VS_OUT {
float4 posW : SV_POSITION;
float2 texC : TEXC;
};
SamplerState Sampler {
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
};
VS_OUT VS(VS_IN vIn) {
VS_OUT vOut;
vOut.posW = mul(float4(vIn.posL, 1.0f), gWVP);
vOut.texC = vIn.texC;
return vOut;
}
// Size of the kernel.
static const int g_cKernelSize = 13;
static const float BlurWeights[g_cKernelSize] = {
1.0f / 4096.0f,
12.0f / 4096.0f,
66.0f / 4096.0f,
220.0f / 4096.0f,
495.0f / 4096.0f,
792.0f / 4096.0f,
924.0f / 4096.0f,
792.0f / 4096.0f,
495.0f / 4096.0f,
220.0f / 4096.0f,
66.0f / 4096.0f,
12.0f / 4096.0f,
1.0f / 4096.0f,
};
// Set by consumer as it depends upon width/height of viewport.
float4 TexelKernel[g_cKernelSize];
float4 PS(VS_OUT pIn) : SV_Target {
float4 c = 0;
for (int i = 0; i < g_cKernelSize; i++) {
c += textureMap.Sample(Sampler, float2(pIn.texC) + TexelKernel[i].xy) *
BlurWeights[i];
}
return c;
}
technique10 ViewTech {
pass P0 {
SetVertexShader(CompileShader(vs_4_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS()));
}
}
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