Files
FlaxEngine/Source/Shaders/MultiScaler.shader
2021-01-02 14:28:49 +01:00

141 lines
3.3 KiB
GLSL

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "./Flax/Common.hlsl"
META_CB_BEGIN(0, Data)
float2 TexelSize;
float2 Padding;
META_CB_END
// Use linear sampling (less texture fetches required)
#define SAMPLE(rt, texCoord) SAMPLE_RT_LINEAR(rt, texCoord)
Texture2D Input : register(t0);
// Pixel Shader for depth buffer downscale (to half res)
META_PS(true, FEATURE_LEVEL_ES2)
float PS_HalfDepth(Quad_VS2PS input) : SV_Depth
{
#if CAN_USE_GATHER
float4 depths = Input.GatherRed(SamplerPointClamp, input.TexCoord);
#else
float4 depths;
depths.x = Input.SampleLevel(SamplerPointClamp, input.TexCoord + float2(0, 1) * TexelSize, 0).r;
depths.y = Input.SampleLevel(SamplerPointClamp, input.TexCoord + float2(1, 1) * TexelSize, 0).r;
depths.z = Input.SampleLevel(SamplerPointClamp, input.TexCoord + float2(1, 0) * TexelSize, 0).r;
depths.w = Input.SampleLevel(SamplerPointClamp, input.TexCoord + float2(0, 0) * TexelSize, 0).r;
#endif
return max(depths.x, max(depths.y, max(depths.z, depths.w))) + 0.0001f;
}
// Pixel Shader for 5-tap gaussian blur
META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
float4 PS_Blur5(Quad_VS2PS input) : SV_Target0
{
const float offsets[2] = {
0.00000000,
1.33333333
};
const float weights[2] = {
0.29411765,
0.35294118
};
float4 color = SAMPLE(Input, input.TexCoord) * weights[0];
UNROLL
for (int i = 1; i < 2; i++)
{
#if CONVOLVE_VERTICAL
float2 texCoordOffset = float2(offsets[i], 0) * TexelSize;
#else
float2 texCoordOffset = float2(0, offsets[i]) * TexelSize;
#endif
color += (SAMPLE(Input, input.TexCoord + texCoordOffset)
+ SAMPLE(Input, input.TexCoord - texCoordOffset))
* weights[i];
}
return color;
}
// Pixel Shader for 9-tap Gaussian blur
META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
float4 PS_Blur9(Quad_VS2PS input) : SV_Target0
{
const float offsets[3] = {
0.00000000,
1.38461538,
3.23076923
};
const float weights[3] = {
0.22702703,
0.31621622,
0.07027027
};
float4 color = SAMPLE(Input, input.TexCoord) * weights[0];
UNROLL
for (int i = 1; i < 3; i++)
{
#if CONVOLVE_VERTICAL
float2 texCoordOffset = float2(offsets[i], 0) * TexelSize;
#else
float2 texCoordOffset = float2(0, offsets[i]) * TexelSize;
#endif
color += (SAMPLE(Input, input.TexCoord + texCoordOffset)
+ SAMPLE(Input, input.TexCoord - texCoordOffset))
* weights[i];
}
return color;
}
// Pixel Shader for 13-tap gaussian blur
META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
float4 PS_Blur13(Quad_VS2PS input) : SV_Target0
{
const float offsets[4] = {
0.00000000,
1.41176471,
3.29411765,
5.17647059
};
const float weights[4] = {
0.19648255,
0.29690696,
0.09447040,
0.01038136
};
float4 color = SAMPLE(Input, input.TexCoord) * weights[0];
UNROLL
for (int i = 1; i < 4; i++)
{
#if CONVOLVE_VERTICAL
float2 texCoordOffset = float2(offsets[i], 0) * TexelSize;
#else
float2 texCoordOffset = float2(0, offsets[i]) * TexelSize;
#endif
color += (SAMPLE(Input, input.TexCoord + texCoordOffset)
+ SAMPLE(Input, input.TexCoord - texCoordOffset))
* weights[i];
}
return color;
}