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author | Indrajith K L | 2022-12-03 17:00:20 +0530 |
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committer | Indrajith K L | 2022-12-03 17:00:20 +0530 |
commit | f5c4671bfbad96bf346bd7e9a21fc4317b4959df (patch) | |
tree | 2764fc62da58f2ba8da7ed341643fc359873142f /musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur1_ps.fx | |
download | cli-tools-windows-master.tar.gz cli-tools-windows-master.tar.bz2 cli-tools-windows-master.zip |
Diffstat (limited to 'musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur1_ps.fx')
-rw-r--r-- | musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur1_ps.fx | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur1_ps.fx b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur1_ps.fx new file mode 100644 index 0000000..9ab02c9 --- /dev/null +++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur1_ps.fx @@ -0,0 +1,59 @@ +//texture PrevFrameImage; +//sampler2D sampler_main = sampler_state { Texture = <PrevFrameImage>; }; +//float4 _c0; // source texsize (.xy), and inverse (.zw) +//float4 _c1; // w1..w4 +//float4 _c2; // d1..d4 +//float4 _c3; // scale, bias, w_div + + + + +void PS( float2 uv : TEXCOORD, + out float4 ret : COLOR0 ) +{ + // LONG HORIZ. PASS 1: + //const float w[8] = { 4.0, 3.8, 3.5, 2.9, 1.9, 1.2, 0.7, 0.3 }; <- user can specify these + //const float w1 = w[0] + w[1]; + //const float w2 = w[2] + w[3]; + //const float w3 = w[4] + w[5]; + //const float w4 = w[6] + w[7]; + //const float d1 = 0 + 2*w[1]/w1; + //const float d2 = 2 + 2*w[3]/w2; + //const float d3 = 4 + 2*w[5]/w3; + //const float d4 = 6 + 2*w[7]/w4; + //const float w_div = 0.5/(w1+w2+w3+w4); + #define srctexsize _c0 + #define w1 _c1.x + #define w2 _c1.y + #define w3 _c1.z + #define w4 _c1.w + #define d1 _c2.x + #define d2 _c2.y + #define d3 _c2.z + #define d4 _c2.w + #define fscale _c3.x + #define fbias _c3.y + #define w_div _c3.z + + // note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels. + //float2 uv2 = uv.xy;// + srctexsize.zw*float2(0.5,0.5); + float2 uv2 = uv.xy + srctexsize.zw*float2(1,1); // + moves blur UP, LEFT by 1-pixel increments + + float3 blur = + ( tex2D( sampler_main, uv2 + float2( d1*srctexsize.z,0) ).xyz + + tex2D( sampler_main, uv2 + float2(-d1*srctexsize.z,0) ).xyz)*w1 + + ( tex2D( sampler_main, uv2 + float2( d2*srctexsize.z,0) ).xyz + + tex2D( sampler_main, uv2 + float2(-d2*srctexsize.z,0) ).xyz)*w2 + + ( tex2D( sampler_main, uv2 + float2( d3*srctexsize.z,0) ).xyz + + tex2D( sampler_main, uv2 + float2(-d3*srctexsize.z,0) ).xyz)*w3 + + ( tex2D( sampler_main, uv2 + float2( d4*srctexsize.z,0) ).xyz + + tex2D( sampler_main, uv2 + float2(-d4*srctexsize.z,0) ).xyz)*w4 + ; + blur.xyz *= w_div; + + blur.xyz = blur.xyz*fscale + fbias; + + ret.xyz = blur; + ret.w = 1; + //ret.xyzw = tex2D(sampler_main, uv + 0*srctexsize.zw); +} |