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140
Source/Shaders/MultiScaler.shader
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140
Source/Shaders/MultiScaler.shader
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#include "./Flax/Common.hlsl"
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META_CB_BEGIN(0, Data)
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float2 TexelSize;
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float2 Padding;
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META_CB_END
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// Use linear sampling (less texture fetches required)
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#define SAMPLE(rt, texCoord) SAMPLE_RT_LINEAR(rt, texCoord)
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Texture2D Input : register(t0);
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// Pixel Shader for depth buffer downscale (to half res)
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META_PS(true, FEATURE_LEVEL_ES2)
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float PS_HalfDepth(Quad_VS2PS input) : SV_Depth
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{
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#if CAN_USE_GATHER
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float4 depths = Input.GatherRed(SamplerPointClamp, input.TexCoord);
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#else
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float4 depths;
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depths.x = Input.SampleLevel(SamplerPointClamp, input.TexCoord + float2(0, 1) * TexelSize, 0).r;
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depths.y = Input.SampleLevel(SamplerPointClamp, input.TexCoord + float2(1, 1) * TexelSize, 0).r;
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depths.z = Input.SampleLevel(SamplerPointClamp, input.TexCoord + float2(1, 0) * TexelSize, 0).r;
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depths.w = Input.SampleLevel(SamplerPointClamp, input.TexCoord + float2(0, 0) * TexelSize, 0).r;
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#endif
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return max(depths.x, max(depths.y, max(depths.z, depths.w))) + 0.0001f;
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}
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// Pixel Shader for 5-tap gaussian blur
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META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
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float4 PS_Blur5(Quad_VS2PS input) : SV_Target0
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{
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const float offsets[2] = {
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0.00000000,
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1.33333333
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};
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const float weights[2] = {
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0.29411765,
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0.35294118
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};
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float4 color = SAMPLE(Input, input.TexCoord) * weights[0];
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UNROLL
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for (int i = 1; i < 2; i++)
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{
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#if CONVOLVE_VERTICAL
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float2 texCoordOffset = float2(offsets[i], 0) * TexelSize;
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#else
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float2 texCoordOffset = float2(0, offsets[i]) * TexelSize;
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#endif
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color += (SAMPLE(Input, input.TexCoord + texCoordOffset)
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+ SAMPLE(Input, input.TexCoord - texCoordOffset))
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* weights[i];
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}
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return color;
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}
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// Pixel Shader for 9-tap Gaussian blur
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META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
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float4 PS_Blur9(Quad_VS2PS input) : SV_Target0
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{
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const float offsets[3] = {
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0.00000000,
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1.38461538,
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3.23076923
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};
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const float weights[3] = {
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0.22702703,
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0.31621622,
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0.07027027
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};
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float4 color = SAMPLE(Input, input.TexCoord) * weights[0];
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UNROLL
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for (int i = 1; i < 3; i++)
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{
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#if CONVOLVE_VERTICAL
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float2 texCoordOffset = float2(offsets[i], 0) * TexelSize;
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#else
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float2 texCoordOffset = float2(0, offsets[i]) * TexelSize;
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#endif
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color += (SAMPLE(Input, input.TexCoord + texCoordOffset)
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+ SAMPLE(Input, input.TexCoord - texCoordOffset))
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* weights[i];
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}
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return color;
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}
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// Pixel Shader for 13-tap gaussian blur
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META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
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float4 PS_Blur13(Quad_VS2PS input) : SV_Target0
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{
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const float offsets[4] = {
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0.00000000,
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1.41176471,
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3.29411765,
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5.17647059
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};
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const float weights[4] = {
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0.19648255,
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0.29690696,
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0.09447040,
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0.01038136
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};
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float4 color = SAMPLE(Input, input.TexCoord) * weights[0];
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UNROLL
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for (int i = 1; i < 4; i++)
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{
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#if CONVOLVE_VERTICAL
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float2 texCoordOffset = float2(offsets[i], 0) * TexelSize;
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#else
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float2 texCoordOffset = float2(0, offsets[i]) * TexelSize;
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#endif
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color += (SAMPLE(Input, input.TexCoord + texCoordOffset)
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+ SAMPLE(Input, input.TexCoord - texCoordOffset))
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* weights[i];
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}
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return color;
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}
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