| 1 | //------------------------------------------------------ |
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| 2 | //Radial_Blur_FP.cg |
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| 3 | // Implements radial blur to be used with the compositor |
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| 4 | // It's very dependant on screen resolution |
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| 5 | //------------------------------------------------------ |
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| 6 | |
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| 7 | uniform sampler tex: register(s0); |
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| 8 | |
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| 9 | static const float samples[10] = |
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| 10 | { |
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| 11 | -0.08, |
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| 12 | -0.05, |
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| 13 | -0.03, |
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| 14 | -0.02, |
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| 15 | -0.01, |
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| 16 | 0.01, |
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| 17 | 0.02, |
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| 18 | 0.03, |
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| 19 | 0.05, |
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| 20 | 0.08 |
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| 21 | }; |
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| 22 | |
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| 23 | float4 main(float2 texCoord: TEXCOORD0, |
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| 24 | uniform float sampleDist, |
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| 25 | uniform float sampleStrength |
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| 26 | ) : COLOR |
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| 27 | { |
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| 28 | //Vector from pixel to the center of the screen |
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| 29 | float2 dir = 0.5 - texCoord; |
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| 30 | |
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| 31 | //Distance from pixel to the center (distant pixels have stronger effect) |
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| 32 | //float dist = distance( float2( 0.5, 0.5 ), texCoord ); |
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| 33 | float dist = sqrt( dir.x*dir.x + dir.y*dir.y ); |
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| 34 | |
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| 35 | |
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| 36 | //Now that we have dist, we can normlize vector |
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| 37 | dir = normalize( dir ); |
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| 38 | |
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| 39 | //Save the color to be used later |
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| 40 | float4 color = tex2D( tex, texCoord ); |
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| 41 | |
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| 42 | //Average the pixels going along the vector |
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| 43 | float4 sum = color; |
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| 44 | for (int i = 0; i < 10; i++) |
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| 45 | { |
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| 46 | sum += tex2D( tex, texCoord + dir * samples[i] * sampleDist ); |
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| 47 | } |
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| 48 | sum /= 11; |
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| 49 | |
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| 50 | //Calculate amount of blur based on |
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| 51 | //distance and a strength parameter |
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| 52 | float t = dist * sampleStrength; |
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| 53 | t = saturate( t );//We need 0 <= t <= 1 |
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| 54 | |
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| 55 | //Blend the original color with the averaged pixels |
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| 56 | return lerp( color, sum, t ); |
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| 57 | } |
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