Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/ssfx_ao_blur.ps

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/**
* @ Version: SCREEN SPACE SHADERS - UPDATE 21
* @ Description: AO - Blur Phase
* @ Modified time: 2024-11-30 13:44
* @ Author: https://www.moddb.com/members/ascii1457
* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
*/
#include "screenspace_common.h"
#include "settings_screenspace_AO.h"
uniform float4 blur_setup; // x: | y: | z: Buffer width | w: Buffer Height
uniform float4 ao_setup; // Res | Intensity | - | Radius
Texture2D ao_image;
Texture2D s_hud_mask;
float4 main(p_screen I) : SV_Target
{
float2 tc = I.tc0 / blur_setup.x;
float2 tc2D = I.tc0.xy;
float2 Pos2D = I.hpos.xy;
float4 base_image = ao_image.SampleLevel(smp_linear, tc, 0);
float4 blur = 0;
float2 buffer_pixel_size = 1.0 / blur_setup.zw;
float radius = 1.0f;
#ifndef USE_MSAA
float Depth = s_position.Sample( smp_nofilter, tc2D ).z;
#else
float Depth = s_position.Load( int3( Pos2D, 0 ), 0 ).z;
#endif
float2 offset = float2(radius, radius) * clamp(base_image.r, ao_setup.z, 1.0f) * blur_setup.y; // 0.25 ~ 0.5 ~ 0.75f ~ 1.0f //
float2 blur_tc = 0;
float2 blur_offset = 0;
float r = 2.0f;
[unroll (G_SSDO_AO_BLUR_SAMPLES)]
for (int i = 0; i < G_SSDO_AO_BLUR_SAMPLES; i++)
{
r += 1.0f / r;
offset = mul(offset, pp_rotation_matrix);
blur_offset = offset * (r - 1.0f) * buffer_pixel_size;
blur_tc = saturate(tc + blur_offset);
float4 BlurSample = ao_image.SampleLevel(smp_linear, blur_tc, 0);
#ifndef USE_MSAA
float SDepth = s_position.Sample( smp_nofilter, tc2D + blur_offset ).z;
#else
float SDepth = s_position.Load( int3( Pos2D + blur_offset, 0 ), 0 ).z;
#endif
blur.w += lerp(BlurSample.w, base_image.w, saturate(abs(Depth - SDepth) * 10.0f));
}
blur.w /= G_SSDO_AO_BLUR_SAMPLES;
return float4(base_image.r, 0, 0, blur.w);
}