55 lines
1.5 KiB
PostScript
55 lines
1.5 KiB
PostScript
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/**
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* @ Version: SCREEN SPACE SHADERS - UPDATE 20
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* @ Description: Volumetric Blur Phase
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* @ Modified time: 2024-02-21 13:02
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* @ Author: https://www.moddb.com/members/ascii1457
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* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
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*/
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#include "common.h"
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#ifndef USE_MSAA
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Texture2D vol_buffer;
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#else
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#ifndef SM_5
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Texture2DMS<float4,MSAA_SAMPLES> vol_buffer;
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#else
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Texture2DMS<float4> vol_buffer;
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#endif
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#endif
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uniform float4 blur_setup; // Buffer Res [ x:width | y:height | z:scale | w:offset size ]
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//uniform float4 shader_param_6;
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float4 main ( p_screen I ) : SV_Target
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{
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float4 Blur = 0;
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#ifndef USE_MSAA
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// Scale sample to use the linear filtering
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float2 tc = I.tc0.xy * blur_setup.ww;
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float2 offset = ((blur_setup.zz + 0.5f) / (blur_setup.xy / blur_setup.ww));// * shader_param_6.x;
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Blur += vol_buffer.SampleLevel(smp_linear, tc + offset, 0);
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Blur += vol_buffer.SampleLevel(smp_linear, tc - offset, 0);
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offset = float2(-offset.x, offset.x);
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Blur += vol_buffer.SampleLevel(smp_linear, tc + offset, 0);
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Blur += vol_buffer.SampleLevel(smp_linear, tc - offset, 0);
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#else
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float2 tc = I.tc0.xy;
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float2 offset = ((blur_setup.zz + 0.5f) / blur_setup.xy);// * shader_param_6.x;
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Blur += vol_buffer.Load(int3((tc + offset) * blur_setup.xy, 0), 0);
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Blur += vol_buffer.Load(int3((tc - offset) * blur_setup.xy, 0), 0);
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offset = float2(-offset.x, offset.x);
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Blur += vol_buffer.Load(int3((tc + offset) * blur_setup.xy, 0), 0);
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Blur += vol_buffer.Load(int3((tc - offset) * blur_setup.xy, 0), 0);
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#endif
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return Blur / 4.0f;
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}
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