Files
2026-07-13 13:13:17 +08:00

70 lines
1.8 KiB
HLSL

cbuffer ParamConstants : register(b0)
{
float2 Direction;
float Size;
float NumberOfSamples;
float4 Color;
float Offset;
float AddOriginal;
float ApplyMaskToAlpha;
float MaskContrast;
float MaskOffset;
}
cbuffer TimeConstants : register(b1)
{
float globalTime;
float time;
float runTime;
float beatTime;
}
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
Texture2D<float4> InputTexture : register(t0);
Texture2D<float4> MaskTexture : register(t1);
sampler samLinear : register(s0);
static const int WEIGHT_COUNT = 10;
static const float Gauss[WEIGHT_COUNT] = { 0.93, 0.86, 0.8, 0.7, 0.6, 0.5, 0.4, 0.3, 0.2, 0.1 };
static const float widthToHeight = 1; // Aspect?
float4 psMain(vsOutput input) : SV_TARGET
{
float4 mask = MaskTexture.Sample(samLinear, input.texCoord);
float maskValue = saturate( ((mask.r+mask.g+mask.b)/3 -0.5) * MaskContrast + 0.5 + MaskOffset);
float2 dir = Direction;
dir *= 0.01*Size/NumberOfSamples * maskValue;
dir.y *= widthToHeight;
float2 pos = dir;
float4 orgColor = InputTexture.Sample(samLinear, input.texCoord);
float4 c = orgColor;
float totalWeight = 1;
for (int i = 0; i < NumberOfSamples; ++i)
{
float index = (float)i*(WEIGHT_COUNT - 1)/NumberOfSamples;
float weight = lerp(Gauss[(int)index], Gauss[(int)index + 1], frac(index));
c += InputTexture.Sample(samLinear, input.texCoord + pos)*weight;
c += InputTexture.Sample(samLinear, input.texCoord - pos)*weight;
pos += dir;
totalWeight += 2*weight;
}
//float4 factor = float4(Glow.xxx, 1) * Color;
c = Color * c / totalWeight + float4(Offset.xxx,0) + orgColor* AddOriginal * maskValue;
c.a = clamp(c.a, 0,1) * lerp(1, (1-maskValue), ApplyMaskToAlpha);
return clamp(c,0,1000);
}