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//texture PrevFrameImage;
//sampler2D sampler_main = sampler_state { Texture = <PrevFrameImage>; };
//float4 _c0; // source texsize (.xy), and inverse (.zw)
//float4 _c5; // w1,w2,d1,d2
//float4 _c6; // w_div, edge_darken_c1, edge_darken_c2, edge_darken_c3
void PS( float2 uv : TEXCOORD,
out float4 ret : COLOR0 )
{
//SHORT VERTICAL PASS 2:
//const float w1 = w[0]+w[1] + w[2]+w[3];
//const float w2 = w[4]+w[5] + w[6]+w[7];
//const float d1 = 0 + 2*((w[2]+w[3])/w1);
//const float d2 = 2 + 2*((w[6]+w[7])/w2);
//const float w_div = 1.0/((w1+w2)*2);
#define srctexsize _c0
#define w1 _c5.x
#define w2 _c5.y
#define d1 _c5.z
#define d2 _c5.w
#define edge_darken_c1 _c6.y
#define edge_darken_c2 _c6.z
#define edge_darken_c3 _c6.w
#define w_div _c6.x
// 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(1,0); // + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the size of blur1_ps)
float3 blur =
( tex2D( sampler_main, uv2 + float2(0, d1*srctexsize.w) ).xyz
+ tex2D( sampler_main, uv2 + float2(0,-d1*srctexsize.w) ).xyz)*w1 +
( tex2D( sampler_main, uv2 + float2(0, d2*srctexsize.w) ).xyz
+ tex2D( sampler_main, uv2 + float2(0,-d2*srctexsize.w) ).xyz)*w2
;
blur.xyz *= w_div;
// tone it down at the edges: (only happens on 1st X pass!)
float t = min( min(uv.x, uv.y), 1-max(uv.x,uv.y) );
t = sqrt(t);
t = edge_darken_c1 + edge_darken_c2*saturate(t*edge_darken_c3);
blur.xyz *= t;
ret.xyz = blur;
ret.w = 1;
//ret.xyzw = tex2D(sampler_main, uv + 0*srctexsize.zw);
}
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