/** * @ 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); }