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| 1 | // Simple blur filter |
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| 2 | |
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| 3 | const float2 samples[8] = { |
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| 4 | {-1, 1}, |
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| 5 | {-1, 0}, |
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| 6 | {-1, -1}, |
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| 7 | {0, -1}, |
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| 8 | {1, -1}, |
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| 9 | {1, 0}, |
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| 10 | {1, 1}, |
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| 11 | {0, 1} |
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| 12 | }; |
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| 13 | |
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| 14 | float4 blur( |
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| 15 | |
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| 16 | in float2 texCoord: TEXCOORD0, |
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| 17 | uniform float sampleDistance: register(c0), |
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| 18 | uniform sampler Blur0: register(s0) |
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| 19 | |
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| 20 | ) : COLOR |
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| 21 | { |
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| 22 | float4 sum = tex2D(Blur0, texCoord); |
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| 23 | for (int i = 0; i < 8; ++i){ |
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| 24 | sum += tex2D(Blur0, texCoord + sampleDistance * samples[i]); |
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| 25 | } |
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| 26 | return sum / 9; |
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| 27 | } |
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| 28 | |
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| 29 | |
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| 30 | |
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| 31 | float4 blend |
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| 32 | ( |
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| 33 | in float2 texCoord: TEXCOORD0, |
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| 34 | |
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| 35 | uniform sampler Blur0 : register(s0), |
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| 36 | uniform sampler Blur1 : register(s1), |
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| 37 | |
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| 38 | uniform float focus: register(c0), |
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| 39 | uniform float range: register(c1) |
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| 40 | ) : COLOR |
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| 41 | { |
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| 42 | float4 sharp = tex2D(Blur0, texCoord); |
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| 43 | float4 blur = tex2D(Blur1, texCoord); |
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| 44 | |
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| 45 | // alpha channel of sharp RT has depth info |
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| 46 | return lerp(sharp, blur, saturate(range * abs(focus - sharp.a))); |
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| 47 | } |
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