Advanced Bloom commit.
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@@ -36,10 +36,17 @@
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META_CB_BEGIN(0, Data)
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float BloomLimit;
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float BloomThreshold;
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float BloomMagnitude;
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float BloomBlurSigma;
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// Bloom parameters
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float BloomIntensity;
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float BloomClamp;
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float BloomThreshold;
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float BloomThresholdKnee;
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float BloomBaseMix;
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float BloomHighMix;
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float BloomMipCount;
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float BloomLayer;
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float3 VignetteColor;
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float VignetteShapeFactor;
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@@ -253,34 +260,228 @@ float2 coordRot(in float2 tc, in float angle)
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}
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// Uses a lower exposure to produce a value suitable for a bloom pass
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_Threshold(Quad_VS2PS input) : SV_Target
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float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
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{
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float4 color = Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0);
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return clamp(color - BloomThreshold, 0, BloomLimit);
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// Get dimensions for precise texel calculations
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uint width, height;
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Input0.GetDimensions(width, height);
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float2 texelSize = 1.0 / float2(width, height);
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// Use fixed 13-tap sample pattern for initial bright pass
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float3 color = 0;
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float totalWeight = 0;
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// Center sample with high weight for energy preservation
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float3 center = Input0.Sample(SamplerLinearClamp, input.TexCoord).rgb;
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// Apply Karis average to prevent bright pixels from dominating
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float centerLuma = max(dot(center, float3(0.2126, 0.7152, 0.0722)), 0.0001);
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center = center / (1.0 + centerLuma);
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float centerWeight = 4.0;
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color += center * centerWeight;
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totalWeight += centerWeight;
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// Inner ring - fixed offset at 1.0 texel distance
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UNROLL
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for (int i = 0; i < 4; i++)
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{
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float angle = i * (PI / 2.0);
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float2 offset = float2(cos(angle), sin(angle)) * texelSize;
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float3 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + offset).rgb;
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// Apply Karis average
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float sampleLuma = max(dot(sample, float3(0.2126, 0.7152, 0.0722)), 0.0001);
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sample = sample / (1.0 + sampleLuma);
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float weight = 2.0;
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color += sample * weight;
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totalWeight += weight;
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}
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// Outer ring - fixed offset at 1.4142 texel distance (diagonal)
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UNROLL
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for (int j = 0; j < 8; j++)
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{
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float angle = j * (PI / 4.0);
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float2 offset = float2(cos(angle), sin(angle)) * texelSize * 1.4142;
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float3 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + offset).rgb;
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// Apply Karis average
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float sampleLuma = max(dot(sample, float3(0.2126, 0.7152, 0.0722)), 0.0001);
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sample = sample / (1.0 + sampleLuma);
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float weight = 1.0;
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color += sample * weight;
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totalWeight += weight;
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}
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color /= totalWeight;
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// Un-apply Karis average to maintain energy
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float finalLuma = max(dot(color, float3(0.2126, 0.7152, 0.0722)), 0.0001);
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color = color * (1.0 + finalLuma);
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// Apply threshold with quadratic rolloff for smoother transition
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float luminance = dot(color, float3(0.2126, 0.7152, 0.0722));
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float threshold = max(BloomThreshold, 0.2);
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float knee = threshold * BloomThresholdKnee;
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float soft_max = threshold + knee;
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float contribution = 0;
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if (luminance > threshold) {
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if (luminance < soft_max) {
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// Quadratic softening between threshold and (threshold + knee)
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float x = (luminance - threshold) / knee;
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contribution = x * x * 0.5;
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} else {
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// Full contribution above soft_max
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contribution = luminance - threshold;
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}
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}
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float testc = BloomClamp;
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float3 clamped = (color * contribution);
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clamped.r = min(clamped.r, testc);
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clamped.g = min(clamped.g, testc);
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clamped.b = min(clamped.b, testc);
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// Store threshold result in alpha for downsample chain
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return float4(clamped, luminance);
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}
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// Uses hw bilinear filtering for upscaling or downscaling
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_Scale(Quad_VS2PS input) : SV_Target
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float4 PS_BloomDownsample(Quad_VS2PS input) : SV_Target
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{
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// TODO: we could use quality switch for bloom effect
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uint width, height;
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Input0.GetDimensions(width, height);
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float2 texelSize = 1.0 / float2(width, height);
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return Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0);
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/*
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float3 color;
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// TODO: use gather for dx11 and dx12??
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color = Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2( 0, 0)).rgb;
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color += Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2( 0, 1)).rgb;
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color += Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2( 0,-1)).rgb;
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color += Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2(-1, 0)).rgb;
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color += Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2( 1, 0)).rgb;
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color *= (1.0f / 5.0f);
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// 9-tap tent filter with fixed weights
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float3 color = 0;
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float totalWeight = 0;
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return float4(color, 1);
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*/
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// Sample offsets (fixed)
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const float2 offsets[9] = {
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float2( 0, 0), // Center
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float2(-1, -1), // Corners
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float2( 1, -1),
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float2(-1, 1),
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float2( 1, 1),
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float2( 0, -1), // Cross
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float2(-1, 0),
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float2( 1, 0),
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float2( 0, 1)
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};
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// Sample weights (fixed)
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const float weights[9] = {
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4.0, // Center
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1.0, // Corners
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1.0,
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1.0,
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1.0,
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2.0, // Cross
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2.0,
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2.0,
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2.0
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};
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UNROLL
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for (int i = 0; i < 9; i++)
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{
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float2 offset = offsets[i] * texelSize * 2.0; // Fixed scale factor for stability
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float4 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + offset);
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color += sample.rgb * weights[i];
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totalWeight += weights[i];
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}
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return float4(color / totalWeight, 1.0);
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}
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_BloomDualFilterUpsample(Quad_VS2PS input) : SV_Target
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{
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float anisotropy = 1.0;
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uint width, height;
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Input0.GetDimensions(width, height);
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float2 texelSize = 1.0 / float2(width, height);
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// Maintain fixed scale through mip chain
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float baseOffset = 1.0;
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float offsetScale = (1.0) * baseOffset;
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float3 color = 0;
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float totalWeight = 0;
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// Center
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float4 center = Input0.Sample(SamplerLinearClamp, input.TexCoord);
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float centerWeight = 4.0;
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color += center.rgb * centerWeight;
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totalWeight += centerWeight;
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// Cross - fixed distance samples
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float2 crossOffsets[4] = {
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float2(offsetScale * anisotropy, 0),
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float2(-offsetScale * anisotropy, 0),
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float2(0, offsetScale),
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float2(0, -offsetScale)
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};
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UNROLL
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for (int i = 0; i < 4; i++)
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{
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float4 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + crossOffsets[i] * texelSize);
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float weight = 2.0;
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color += sample.rgb * weight;
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totalWeight += weight;
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}
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// Corners - fixed distance samples
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float2 cornerOffsets[4] = {
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float2(offsetScale * anisotropy, offsetScale),
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float2(-offsetScale * anisotropy, offsetScale),
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float2(offsetScale * anisotropy, -offsetScale),
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float2(-offsetScale * anisotropy, -offsetScale)
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};
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UNROLL
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for (int j = 0; j < 4; j++)
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{
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float4 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + cornerOffsets[j] * texelSize);
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float weight = 1.0;
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color += sample.rgb * weight;
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totalWeight += weight;
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}
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color /= totalWeight;
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uint width1, height1;
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Input1.GetDimensions(width1, height1);
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// Calculate mip fade factor (0 = smallest mip, 1 = largest mip)
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float mipFade = BloomLayer / (BloomMipCount - 1);
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// Muzz says:
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// Lerp between your desired intensity values based on mip level
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// setting both to 0.6 is a decent default, but playing with these numbers will let you dial in the blending between the lowest and highest mips.
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// you can make some really ugly bloom if you go too far.
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// note this does change the intensity of the bloom.
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// This was my own invention
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float mipIntensity = lerp(BloomBaseMix, BloomHighMix, mipFade);
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color *= mipIntensity;
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BRANCH
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if (width1 > 0)
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{
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float3 previousMip = Input1.Sample(SamplerLinearClamp, input.TexCoord).rgb;
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color += previousMip;
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}
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return float4(color, 1.0);
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}
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// Horizontal gaussian blur
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_GaussainBlurH(Quad_VS2PS input) : SV_Target
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@@ -311,6 +512,8 @@ float4 PS_GaussainBlurV(Quad_VS2PS input) : SV_Target
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return color;
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}
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// Generate 'ghosts' for lens flare
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_Ghosts(Quad_VS2PS input) : SV_Target
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@@ -350,7 +553,8 @@ float4 PS_Ghosts(Quad_VS2PS input) : SV_Target
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Input3.Sample(SamplerLinearClamp, offset + ghostVecnNorm * distortion.r).r,
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Input3.Sample(SamplerLinearClamp, offset + ghostVecnNorm * distortion.g).g,
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Input3.Sample(SamplerLinearClamp, offset + ghostVecnNorm * distortion.b).b);
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color = clamp(color + LensBias, 0, 10) * (LensScale * weight);
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color = clamp((color * 1.0f) + LensBias, 0, 10) * (LensScale * weight);
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// Accumulate color
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result += color;
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@@ -406,6 +610,8 @@ float nrand(float2 n)
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return frac(sin(dot(n.xy, float2(12.9898, 78.233)))* 43758.5453);
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}
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// Applies exposure, color grading and tone mapping to the input.
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// Combines it with the results of the bloom pass and other postFx.
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META_PS(true, FEATURE_LEVEL_ES2)
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@@ -452,7 +658,8 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
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color = Input0.Sample(SamplerLinearClamp, uv);
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}
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// Lens Flares
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// Lens Flaresf
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BRANCH
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if (LensFlareIntensity > 0)
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{
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@@ -470,19 +677,21 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
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lensLight += lensFlares * 1.5f;
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color.rgb += lensFlares;
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}
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// Bloom
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BRANCH
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if (BloomMagnitude > 0)
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{
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// Sample the bloom
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float3 bloom = Input2.SampleLevel(SamplerLinearClamp, uv, 0).rgb;
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bloom = bloom * BloomMagnitude;
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// In PS_Composite:
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BRANCH
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if (BloomIntensity > 0)
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{
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// Sample the final bloom result
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float3 bloom = Input2.Sample(SamplerLinearClamp, input.TexCoord).rgb;
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bloom = bloom * BloomIntensity;
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// Accumulate final bloom lght
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lensLight += max(0, bloom * 3.0f + (- 1.0f * 3.0f));
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color.rgb += bloom;
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}
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lensLight += max(0, bloom * 3.0f + (- 1.0f * 3.0f));
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color.rgb += bloom;
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}
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// Lens Dirt
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float3 lensDirt = LensDirt.SampleLevel(SamplerLinearClamp, uv, 0).rgb;
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