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 mix(sharp, blur, saturate(range * abs(focus - sharp.a))); |
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47 | } |
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48 | // Simple blur filter |
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49 | |
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50 | const float2 samples[8] = { |
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51 | {-1, 1}, |
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52 | {-1, 0}, |
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53 | {-1, -1}, |
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54 | {0, -1}, |
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55 | {1, -1}, |
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56 | {1, 0}, |
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57 | {1, 1}, |
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58 | {0, 1} |
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59 | }; |
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60 | |
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61 | float4 blur( |
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62 | |
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63 | in float2 texCoord: TEXCOORD0, |
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64 | uniform float sampleDistance: register(c0), |
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65 | uniform sampler Blur0: register(s0) |
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66 | |
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67 | ) : COLOR |
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68 | { |
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69 | float4 sum = tex2D(Blur0, texCoord); |
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70 | for (int i = 0; i < 8; ++i){ |
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71 | sum += tex2D(Blur0, texCoord + sampleDistance * samples[i]); |
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72 | } |
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73 | return sum / 9; |
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74 | } |
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75 | |
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76 | |
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77 | |
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78 | float4 blend |
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79 | ( |
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80 | in float2 texCoord: TEXCOORD0, |
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81 | |
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82 | uniform sampler Blur0 : register(s0), |
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83 | uniform sampler Blur1 : register(s1), |
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84 | |
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85 | uniform float focus: register(c0), |
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86 | uniform float range: register(c1) |
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87 | ) : COLOR |
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88 | { |
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89 | float4 sharp = tex2D(Blur0, texCoord); |
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90 | float4 blur = tex2D(Blur1, texCoord); |
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91 | |
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92 | // alpha channel of sharp RT has depth info |
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93 | return mix(sharp, blur, saturate(range * abs(focus - sharp.a))); |
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94 | } |
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