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137 lines
4.9 KiB
137 lines
4.9 KiB
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// DYNAMIC: "QUALITY" "0..3"
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// Includes =======================================================================================
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#include "common_ps_fxc.h"
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// Texture Samplers ===============================================================================
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sampler g_tFullFB : register( s0 );
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sampler g_tSmallFB : register( s1 );
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// Shaders Constants and Globals ==================================================================
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float4 g_vDists : register( c0 );
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#define g_flNearBlurDist g_vDists.x
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#define g_flNearFocusDist g_vDists.y
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#define g_flFarFocusDist g_vDists.z
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#define g_flFarBlurDist g_vDists.w
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float3 g_vBlurAmounts : register( c1 );
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#define g_flMaxBlurRadius g_vBlurAmounts.x
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#define g_flNearBlurStrength g_vBlurAmounts.y
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#define g_flFarBlurStrength g_vBlurAmounts.z
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float3 g_vNearFarDists : register( c2 );
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#define g_flNearPlaneDist g_vNearFarDists.x
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#define g_flFarPlaneDist g_vNearFarDists.y
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#define g_flDepthConv g_vNearFarDists.z
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float4 g_vMagicConsts : register( c3 );
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#if ( QUALITY == 0 )
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#define NUM_SAMPLES 8 // These must match the C code
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#elif ( QUALITY == 1 )
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#define NUM_SAMPLES 16
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#elif ( QUALITY == 2 )
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#define NUM_SAMPLES 16
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#elif ( QUALITY == 3 )
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#define NUM_SAMPLES 32
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#endif
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float4 g_vPoisson[ NUM_SAMPLES/2 ] : register( c4 );
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// Interpolated values ============================================================================
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struct PS_INPUT
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{
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float2 vUv0 : TEXCOORD0;
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};
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float DestAlphaDepthToViewSpaceDepth( float flDepth )
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{
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return g_flDepthConv * flDepth + g_flNearPlaneDist;
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}
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// returns blur radius from depth as a fraction of max_blur.
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float BlurAmountFromDepth( float flDestAlphaDepth )
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{
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/*
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dist = DestAlphaDepthToViewSpaceDepth( flDestAlphaDepth );
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float flBlur = max( g_flNearBlurStrength * saturate( (flDestAlphaDepth - g_flNearFocusDist) / ( g_flNearBlurDist - g_flNearFocusDist ) ),
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g_flFarBlurStrength * saturate( (flDestAlphaDepth - g_flFarFocusDist) / ( g_flFarBlurDist - g_flFarFocusDist ) ) );
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*/
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// A more optimized version that concatenates the math above and the one in DestAlphaDepthToViewSpaceDepth to a single muladd
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float flBlur = max( g_flNearBlurStrength * saturate( g_vMagicConsts.x * flDestAlphaDepth + g_vMagicConsts.y ),
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g_flFarBlurStrength * saturate( g_vMagicConsts.z * flDestAlphaDepth + g_vMagicConsts.w ) );
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return flBlur;
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}
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float BlurRadiusFromDepth( float flDepth )
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{
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return g_flMaxBlurRadius * BlurAmountFromDepth( flDepth );
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}
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float4 ComputeTap( float flCenterDepth, float flCenterBlurRadius, float2 vUV, float2 vPoisson )
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{
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float4 cTapSmall;
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float4 cTap;
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float2 vPoissonUV = vUV.xy + flCenterBlurRadius * vPoisson.xy;
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cTapSmall = tex2D( g_tSmallFB, vPoissonUV.xy );
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cTap = tex2D( g_tFullFB, vPoissonUV.xy );
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float flTapBlur = BlurAmountFromDepth( cTap.a ); // Maybe 50/50 mix between low and high here?
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cTap = lerp( cTap, cTapSmall, saturate( 2.2 * flTapBlur ) ); // TODO: tweak blur amount.
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float flLerpedTapBlur = BlurAmountFromDepth( cTap.a );
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float weight = ( cTap.a >= flCenterDepth ) ? 1.0 : ( flLerpedTapBlur*flLerpedTapBlur );
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return float4( cTap.rgb, 1 ) * weight;
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}
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float4 ComputeTapHQ( float flCenterDepth, float flCenterBlurRadius, float2 vUV, float2 vPoisson )
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{
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float4 cTap;
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cTap = tex2D( g_tFullFB, vUV.xy + flCenterBlurRadius * vPoisson.xy );
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float flTapBlur = BlurAmountFromDepth( cTap.a );
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float weight = ( cTap.a >= flCenterDepth ) ? 1.0 : ( flTapBlur * flTapBlur );
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return float4( cTap.rgb, 1 ) * weight;
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}
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// Main ===========================================================================================
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float4 main( PS_INPUT i ) : COLOR
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{
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// TODO: BETTER DOWNSAMPLE THAT TAKES DEPTH INTO ACCOUNT?
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float4 cOut = { 0, 0, 0, 0 };
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float4 cCenterTap = tex2D( g_tFullFB, i.vUv0 );
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float flCenterBlurRadius = BlurRadiusFromDepth( cCenterTap.a ); // circle of confusion radius for current pixel
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cCenterTap.a -= 0.001; // z-bias to avoid strange banding artifact on almost orthogonal walls
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#if ( QUALITY < 2 )
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// ATI's Ruby1-style algorithm
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for ( int t = 0; t < NUM_SAMPLES/2; t++ )
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{
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cOut.rgba += ComputeTap( cCenterTap.a, flCenterBlurRadius, i.vUv0, g_vPoisson[t].xy );
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cOut.rgba += ComputeTap( cCenterTap.a, flCenterBlurRadius, i.vUv0, g_vPoisson[t].wz );
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}
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#else
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// Less fancy, with less fetches per tap and less math. Needs more samples to look smooth.
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cOut = cCenterTap;
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cOut.a = 1.0; // Use the center sample we just fetched
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for ( int t = 0; t < NUM_SAMPLES/2; t++ )
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{
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cOut.rgba += ComputeTapHQ( cCenterTap.a, flCenterBlurRadius, i.vUv0, g_vPoisson[t].xy );
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cOut.rgba += ComputeTapHQ( cCenterTap.a, flCenterBlurRadius, i.vUv0, g_vPoisson[t].wz );
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}
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#endif
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//cOut.rgb = cOut.a / float(NUM_SAMPLES+1);
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//cOut = lerp( tex2D( g_tFullFB, i.vUv0 ), tex2D( g_tSmallFB, i.vUv0 ).aaaa, 0.5 );
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if ( cOut.a > 0.0 )
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cOut.rgba /= cOut.a;
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else
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cOut.rgba = cCenterTap.rgba;
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return cOut;
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}
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