mirror of
https://github.com/joncampbell123/dosbox-x.git
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109 lines
2.9 KiB
HLSL
109 lines
2.9 KiB
HLSL
/*
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* Dot 'n bloom shader
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* Author: Themaister
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* License: Public domain
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*
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* Direct3D port by gulikoza at users.sourceforge.net
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*
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*/
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#include "Scaling.inc"
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// The name of this effect
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string name : NAME = "DOTNBLOOM";
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float scaling : SCALING = 1.0;
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#define gamma 2.4
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#define shine 0.05
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#define blend 0.65
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//
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// Techniques
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//
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// combineTechnique: Final combine steps. Outputs to destination frame buffer
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string combineTechique : COMBINETECHNIQUE = "DOTNBLOOM";
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struct VS_OUTPUT_PRODUCT
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{
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float4 Position : POSITION;
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float2 pixel0 : TEXCOORD0;
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float2 pixel_no : TEXCOORD1;
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float2 pixel_s : TEXCOORD2;
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};
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// vertex shader
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VS_OUTPUT_PRODUCT VS_Product(
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float3 Position : POSITION,
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float2 TexCoord : TEXCOORD0)
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{
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VS_OUTPUT_PRODUCT Out = (VS_OUTPUT_PRODUCT)0;
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// Do the standard vertex processing.
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Out.Position = mul(half4(Position, 1), WorldViewProjection);
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// Texture coords.
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Out.pixel0 = TexCoord;
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Out.pixel_no = TexCoord * SourceDims;
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Out.pixel_s = TexelSize.x;
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return Out;
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}
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float dist(float2 coord, float2 source)
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{
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float2 delta = coord - source;
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return sqrt(dot(delta, delta));
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}
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float color_bloom(float3 color)
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{
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const float3 gray_coeff = float3(0.30, 0.59, 0.11);
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float bright = dot(color, gray_coeff);
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return lerp(1.0 + shine, 1.0 - shine, bright);
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}
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float3 lookup(float2 offset, float2 coord, float2 pixel_no)
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{
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float3 color = tex2D(SourceSampler, coord).rgb;
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float delta = dist(frac(pixel_no), offset + float2(0.5, 0.5));
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return color * exp(-gamma * delta * color_bloom(color));
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}
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// Build function parameters
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#define OFFSET(c) c, input.pixel0 + (c * input.pixel_s), input.pixel_no
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half4 PS_Product ( in VS_OUTPUT_PRODUCT input ) : COLOR
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{
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float3 color = float3(0.0, 0.0, 0.0);
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float3 mid_color = lookup(OFFSET(float2(0.0, 0.0)));
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color += lookup(OFFSET(float2(-1.0, -1.0)));
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color += lookup(OFFSET(float2( 0.0, -1.0)));
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color += lookup(OFFSET(float2( 1.0, -1.0)));
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color += lookup(OFFSET(float2(-1.0, 0.0)));
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color += mid_color;
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color += lookup(OFFSET(float2( 1.0, 0.0)));
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color += lookup(OFFSET(float2(-1.0, 1.0)));
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color += lookup(OFFSET(float2( 0.0, 1.0)));
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color += lookup(OFFSET(float2( 1.0, 1.0)));
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float3 out_color = lerp(1.2 * mid_color, color, blend);
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return half4(out_color, 1.0);
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}
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technique DOTNBLOOM
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{
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pass P0
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{
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// shaders
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VertexShader = compile vs_3_0 VS_Product();
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PixelShader = compile ps_3_0 PS_Product();
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AlphaBlendEnable = FALSE;
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ColorWriteEnable = RED|GREEN|BLUE|ALPHA;
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SRGBWRITEENABLE = FALSE;
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}
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}
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