518 lines
21 KiB
C
518 lines
21 KiB
C
#include "common.h"
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uniform float4 shader_param_8;
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uniform float4 shader_param_7;
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///////////////////////////////////////////////////////
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// BEEF'S SHADER BASED NIGHT VISION EFFECT //
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///////////////////////////////////////////////////////
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// Huge credit TO LVutner from Anomaly Discord, who //
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// literally taught me everything I know, to Sky4Ace //
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// who's simple_blur function I've adapted for this //
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// shader, and to Meltac, who provided some advice //
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// and inspiration for developing this shader. //
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///////////////////////////////////////////////////////
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// Note: You are free to distribute and adapt this //
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// Shader and any components, just please provide //
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// credit to myself and/or the above individuals. I //
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// have provided credit for individual functions and //
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// their original authors where applicable. - BEEF //
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///////////////////////////////////////////////////////
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///////////////////////////////////////////////////////
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// USER SETTINGS HERE
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///////////////////////////////////////////////////////
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//////// GLOBAL SETTINGS(ALL GENERATIONS)////////
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#define sky_brightness_factor float (1.0f) // Sky brightness factor. If your sky is too bright, decrease this slightly, if too dim, increase this slightly.
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// NVG CRT & NOISE VALUES
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//(BE AWARE THAT NOISE AND SCINTILLATION SCALE WITH NVG GAIN)
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#define gen_1_crt_effect_factor float(0) // Default 0.05 - How much CRT effect to add to NVG image (0 = none, 1 = max).
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#define gen_1_nvg_noise_factor float (0.1) // Default 0.15 - How much noise to add to NVG image. (0 = none, 0.5 = insane)
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#define gen_1_scintillation_constant float (0.999f) // Default 0.999 - The closer the number is to 1.00000, the less scintillation effect.
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#define gen_1_luma_sharpen_factor float(0.0f) // Default 0.0 - How much luma sharpen is added in. (0 = none, 1 = max)
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#define gen_1_out_vignette float(0.1f) // Default 0.1 - NVG outside vignette width (0 = none, 1 = screen height)
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#define gen_1_lowest_contrast_lowgain float(0.3f) // Default 0.3 - Lowest color NVG gives at lowest gain level (0 = highest contrast, 1 = NVG is unusable)
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#define gen_1_lowest_contrast_highgain float(0.6f) // Default 0.3 - Lowest color NVG gives at highest gain level (0 = highest contrast, 1 = NVG is unusable)
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#define gen_1_bloom_multiplier float(1.0f) // Default 1.0 - How much light areas are affected by bloom effect (0 = no bloom, 1 = max)
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#define gen_1_scintillation_threshold_lowgain float(0.7f) // Default 0.7 - Scintillation effect color at lowest gain level. Areas darker than this are only affected (0 = none, 1 = white)
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#define gen_1_scintillation_threshold_highgain float(0.9f) // Default 0.9 - Scintillation effect color at highest gain level. Areas darker than this are only affected (0 = none, 1 = white)
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#define gen_2_crt_effect_factor float(0) // Default 0.07 - How much CRT effect to add to NVG image (0 = none, 1 = max).
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#define gen_2_nvg_noise_factor float (0.08) // Default 0.15 - How much noise to add to NVG image. (0 = none, 0.5 = insane)
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#define gen_2_scintillation_constant float (0.9991f) // Default 0.9991 - The closer the number is to 1.00000, the less scintillation effect.
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#define gen_2_luma_sharpen_factor float(0.25f) // Default 0.25f - How much luma sharpen is added in. (0 = none, 1 = max)
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#define gen_2_out_vignette float(0.1f)
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#define gen_2_lowest_contrast_lowgain float(0.2f)
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#define gen_2_lowest_contrast_highgain float(0.4f)
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#define gen_2_bloom_multiplier float(0.7f)
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#define gen_2_scintillation_threshold_lowgain float(0.6f)
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#define gen_2_scintillation_threshold_highgain float(0.8f)
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#define gen_3_crt_effect_factor float(0.1) // Default 0.1 - How much CRT effect to add to NVG image (0 = none, 1 = max).
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#define gen_3_nvg_noise_factor float (0.06) // Default 0.15 - How much noise to add to NVG image. (0 = none, 0.5 = insane)
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#define gen_3_scintillation_constant float (0.9992f) // Default 0.9992 - The closer the number is to 1.00000, the less scintillation effect.
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#define gen_3_luma_sharpen_factor float(0.5f) // Default 0.5 - How much luma sharpen is added in. (0 = none, 1 = max)
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#define gen_3_out_vignette float(0.3f)
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#define gen_3_lowest_contrast_lowgain float(0.15f)
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#define gen_3_lowest_contrast_highgain float(0.3f)
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#define gen_3_bloom_multiplier float(0.3f)
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#define gen_3_scintillation_threshold_lowgain float(0.4f)
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#define gen_3_scintillation_threshold_highgain float(0.6f)
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// NVG COLOR OPTIONS:
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#define gen_1_saturation_color float3 (0.16,0.98,0.34) // Gen1 NVG color - it defines the max amount of color from 0 to 1 using (Red,Green,Blue)
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#define gen_2_saturation_color float3 (0.1,0.99,0.72) // Gen1 NVG color - it defines the max amount of color from 0 to 1 using (Red,Green,Blue)
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#define gen_3_saturation_color float3 (0.6,0.6,0.6) // Gen1 NVG color - it defines the max amount of color from 0 to 1 using (Red,Green,Blue)
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// EXAMPLE COLOR SCHEMES:
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// (0.7,1,0.6) - gen 1 soft green
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// (0.5,1,0.4) - gen 2 hard green
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// (0.2,1,0.9) - gen 3 blueish
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// (1.0,1.0,1.0) - black and white
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// (1.0,0.7,0.1) - yellow or amber color
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///////////////////////////////////////////////////////
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// PROBABLY DON'T CHANGE STUFF BELOW HERE UNLESS YOU KNOW WHAT YOU'RE DOING
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///////////////////////////////////////////////////////
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// Constants
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#define tube_radius float (frac(shader_param_7.y))
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#define single_tube_centered float2(0.5f, -0.5f + (floor(shader_param_7.x) / 100))
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#define single_tube_offset_left float2(0.25f, -0.5f + (floor(shader_param_7.x) / 100)) // Single tube screen position (0.5, 0.5 is centered)
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#define single_tube_offset_right float2(0.75f, -0.5f + (floor(shader_param_7.x) / 100)) // Single tube screen position (0.5, 0.5 is centered)
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#define dual_tube_offset_1 float2(0.25f, -0.5f + (floor(shader_param_7.x) / 100)) // Offset for dual tube left eye
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#define dual_tube_offset_2 float2(0.75f, -0.5f + (floor(shader_param_7.x) / 100)) // Offset for dual tube right eye
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#define quad_tube_offset_1 float2(0.05f, -0.5f + (floor(shader_param_7.x) / 100)) // Offset for quad tube left outer tube
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#define quad_tube_offset_2 float2(0.3f, -0.5f + (floor(shader_param_7.x) / 100)) // Offset for quad tube left inner tube
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#define quad_tube_offset_3 float2(0.7f, -0.5f + (floor(shader_param_7.x) / 100)) // Offset for quad tube right inner tube
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#define quad_tube_offset_4 float2(0.95f, -0.5f + (floor(shader_param_7.x) / 100)) // Offset for quad tube right outer tube
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#define luma_conversion_coeff float3 (0.299, 0.587, 0.114)// When we convert to YUV, these are the coefficients for Y (since we discard UV)
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#define farthest_depth float (25.0f) // The farthest far place that we can reach in regards to DOF effects
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// LUA PACKING
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// local x_1 = tostring(nvg_generation) -- Generation (1,2,3) - outputs 1.x to 3.x
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// local x_2 = tostring(nvg_num_tubes) -- Num Tubes (1,2,4,11,12) outputs x.1, x.2, x.4, x.11, or x.12
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// local y_1 = tostring(math.floor(nvg_gain_current * 10)) -- Gain Adjust (0.1 to 3) -- outputs 1.y to 30.y in 1. increment
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// local y_2 = tostring(math.floor(nvg_washout_thresh * 10)) -- Washout Thresh (0.0 - 0.9) - outputs y.0 to y.9 in .1 increment
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// local z_1 = tostring(math.floor(vignette_current * 100)) -- Vignette Amount (0.0 to 1.0) outputs 0.z to 100.z in 1. increment
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// local z_2 = tostring(math.floor(glitch_power * 10)) -- Glitch Power (0.0 - 0.9) - outputs z.0 to z.9 in .1 increment
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// local w_1 = tostring((math.floor(nvg_gain_offset * 10)) ) -- Gain Offset (0.5 to 3.0) - outputs 5.w to 30.w in 1. increment
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// local w_2 = tostring(nvg_mode) -- Mode (0,1) - outputs w.0 or w.1 depending on mode
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// SHADER UNPACKING
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// float lua_param_nvg_generation = floor(shader_param_8.x); // 1, 2, or 3
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// float lua_param_nvg_num_tubes = frac(shader_param_8.x) * 10.0f; // 1, 2, 4, 1.1, or 1.2
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// float lua_param_nvg_gain_current = floor(shader_param_8.y) / 10.0f; // 0.0 to 3.0
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// float lua_param_nvg_washout_thresh = frac(shader_param_8.y); // 0.0 to 0.9
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// float lua_param_vignette_current = floor(shader_param_8.z) / 100.0f; // 0.0 to 1.0
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// float lua_param_glitch_power = frac(shader_param_8.z); // 0.0 to 0.9
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// float lua_param_nvg_gain_offset = floor(shader_param_8.w) / 10.0f; // 0.5 to 3.0
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// float lua_param_nvg_mode = frac(shader_param_8.w) * 10; // 0 to 9 in 1.0 increment
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// mode 0: blurred background (default)
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// mode 1: black background
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// mode 2: image overlay
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// mode 3: no changes (clear vision)
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// float lua_param_flip_down = floor(shader_param_7.x);
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// float lua_param_nvg_radius = frac(shader_param_7.y);
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// linear rise from low_value (at current_gain = 0.5) to high_value (at current_gain = 2.0)
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// IMPORTANT: if nvg_gain_min or nvg_gain_max are changed in z_beefs_nvgs.script, this function is to be remade!
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float gain_dynamic_value(float low_value, float high_value, float current_gain)
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{
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float offset = low_value * 4 / 3 - high_value / 3;
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float scale = -low_value * 2 / 3 + high_value * 2 / 3;
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return offset + current_gain * scale;
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}
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// 0, 0 <= color <= A; quadratic rise from 0 to 1, A <= color <= B
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float uprise_zero(float color, float A, float B)
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{
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if (color >= A)
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{
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float a = 1 / (A-B) / (A-B);
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float b = -2*A / (A-B) / (A-B);
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float c = 1 + (2*A*B - B*B) / (A-B) / (A-B);
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return a * color * color + b * color + c;
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}
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return 0;
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}
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// color, 0 <= color <= A; quadratic rise from A to 1, A <= color <= B
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float uprise(float color, float A, float B)
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{
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if (color >= A)
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{
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float a = (1-B) / (A-B) / (A-B);
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float b = (A*A - 2*A + B*B) / (A-B) / (A-B);
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float c = A*A * a;
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return a * color * color + b * color + c;
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}
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return color;
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}
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// linear rise from A to 1, 0 <= color <= 1
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float low_up(float color, float A)
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{
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float a = 1 - A;
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float b = A;
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return a * color + b;
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}
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///////////////////////////////////////////////////////
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// DEFINE NVG MASK (Credit to LVutner for huge assistance in designing the functions)
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///////////////////////////////////////////////////////
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float compute_lens_mask(float2 masktc, float num_tubes)
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{
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float lua_param_flip_down = floor(shader_param_7.x);
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lua_param_flip_down = clamp(5 - (lua_param_flip_down / 20.0f),1.0f,5.0f);
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masktc.y = masktc.y * lua_param_flip_down;
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if (num_tubes > 0.99f && num_tubes < 1.01f) // One tube centered
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{
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return step(distance(masktc,single_tube_centered), tube_radius);
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}
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else if (num_tubes > 1.09f && num_tubes < 1.11f) // One tube left offset
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{
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return step(distance(masktc,single_tube_offset_left), tube_radius);
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}
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else if (num_tubes > 1.19f && num_tubes < 1.21f) // One tube right offset
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{
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return step(distance(masktc,single_tube_offset_right), tube_radius);
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}
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else if (num_tubes > 1.99f && num_tubes < 2.01f) // Two tubes
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{
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if ( (step(distance(masktc,dual_tube_offset_1), tube_radius) == 1) || (step(distance(masktc,dual_tube_offset_2), tube_radius) == 1))
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{
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return 1.0f;
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}
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else
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{
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return 0.0f;
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}
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}
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else if (num_tubes > 3.99f && num_tubes < 4.01f) // Four Tubes
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{
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if (((step(distance(masktc,quad_tube_offset_1), tube_radius) == 1) || (step(distance(masktc,quad_tube_offset_2), tube_radius) == 1)) || ((step(distance(masktc,quad_tube_offset_3), tube_radius) == 1) || (step(distance(masktc,quad_tube_offset_4), tube_radius) == 1)))
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{
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return 1.0f;
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}
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else
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{
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return 0.0f;
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}
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}
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else
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{
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return 0.0f;
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}
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}
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///////////////////////////////////////////////////////
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// ASPECT RATIO CORRECTION (Credit LVutner)
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///////////////////////////////////////////////////////
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float2 aspect_ratio_correction (float2 tc)
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{
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tc.x -= 0.5f;
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tc.x *= (screen_res.x / screen_res.y);
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tc.x += 0.5f;
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return tc;
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}
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///////////////////////////////////////////////////////
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// CRT EFFECT (adapted from MattiasCRT on ShaderToy, credit Mattias)
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///////////////////////////////////////////////////////
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float2 curve_texturecoords(float2 curved_tc)
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{
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curved_tc = (curved_tc - 0.5) * 2.0;
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curved_tc *= 1.1;
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curved_tc.x *= 1.0 + pow((abs(curved_tc.y) / 5.0), 2.0);
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curved_tc.y *= 1.0 + pow((abs(curved_tc.x) / 4.0), 2.0);
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curved_tc = (curved_tc / 2.0) + 0.5;
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curved_tc = curved_tc *0.92 + 0.04;
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return curved_tc;
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}
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float3 make_crt_ified(float3 fragColor, float2 tc )
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{
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//float2 screen_res = screen_res.xy; // define screen res variable
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float2 uv = curve_texturecoords(tc);
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float3 col;
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float x = sin(0.3*timers.x+uv.y*21.0)*sin(0.7*timers.x+uv.y*29.0)*sin(0.3+0.33*timers.x+uv.y*31.0)*0.0017;
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col.r = fragColor.r;
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col.g = fragColor.g;
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col.b = fragColor.b;
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col.r += 0.08f * fragColor.r;
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col.g += 0.05f * fragColor.g;
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col.b += 0.08f * fragColor.b;
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col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0);
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float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y));
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col *= float(pow(abs(vig),0.3));
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col *= float3(0.95,1.05,0.95);
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col *= 2.8;
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float scans = clamp( 0.35+0.35*sin(uv.y*screen_res.y*2.0), 0.0, 1.0);
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float s = pow(scans,1.7);
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col = col*float( 0.4+0.7*s) ;
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col *= 1.0+0.01*sin(110.0*timers.x);
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if (uv.x < 0.0 || uv.x > 1.0)
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col *= 0.0;
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if (uv.y < 0.0 || uv.y > 1.0)
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col *= 0.0;
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col*=1.0-0.65*float(clamp(((tc.x % 2.0)-1.0)*2.0,0.0f,1.0f));
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float comp = smoothstep( 0.1, 0.9, sin(timers.x) );
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fragColor = col;
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return fragColor;
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}
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///////////////////////////////////////////////////////
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// VIGNETTE CALCULATOR (USED IN NVG AS WELL AS BLOOM PHASES TO DARKEN EDGES OF SHIT)
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///////////////////////////////////////////////////////
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float calc_vignette (float num_tubes, float2 tc, float vignette_amount)
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{
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float vignette;
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float2 corrected_texturecoords = aspect_ratio_correction(tc);
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float lua_param_flip_down = floor(shader_param_7.x);
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lua_param_flip_down = clamp(5 - (lua_param_flip_down / 20.0f),1.0f,5.0f);
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corrected_texturecoords.y = corrected_texturecoords.y * lua_param_flip_down;
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if (num_tubes > 0.99f && num_tubes < 1.01f)
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{
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float gen1_vignette = smoothstep(tube_radius,tube_radius-vignette_amount, distance(corrected_texturecoords,single_tube_centered));
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vignette = 1.0 - (1.0 - gen1_vignette); // apply vignette
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}
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else if (num_tubes > 1.09f && num_tubes < 1.11f)
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{
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float gen1_vignette = smoothstep(tube_radius,tube_radius-vignette_amount, distance(corrected_texturecoords,single_tube_offset_left));
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vignette = 1.0 - (1.0 - gen1_vignette); // apply vignette
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}
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else if (num_tubes > 1.19f && num_tubes < 1.21f)
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{
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float gen1_vignette = smoothstep(tube_radius,tube_radius-vignette_amount, distance(corrected_texturecoords,single_tube_offset_right));
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vignette = 1.0 - (1.0 - gen1_vignette); // apply vignette
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}
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else if (num_tubes > 1.99f && num_tubes < 2.01f)
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{
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float gen2_vignette_1 = smoothstep(tube_radius,tube_radius-vignette_amount, distance(corrected_texturecoords,dual_tube_offset_1));
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float gen2_vignette_2 = smoothstep(tube_radius,tube_radius-vignette_amount, distance(corrected_texturecoords,dual_tube_offset_2));
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vignette = vignette_amount > 0 ? 1.0 - ((1.0 - gen2_vignette_1) * (1.0 - gen2_vignette_2)) : gen2_vignette_1 * gen2_vignette_2; // apply vignette
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}
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else if (num_tubes > 3.99f && num_tubes < 4.01f)
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{
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float gen3_vignette_1 = smoothstep(tube_radius,tube_radius-vignette_amount, distance(corrected_texturecoords,quad_tube_offset_1));
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float gen3_vignette_2 = smoothstep(tube_radius,tube_radius-vignette_amount, distance(corrected_texturecoords,quad_tube_offset_2));
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float gen3_vignette_3 = smoothstep(tube_radius,tube_radius-vignette_amount, distance(corrected_texturecoords,quad_tube_offset_3));
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float gen3_vignette_4 = smoothstep(tube_radius,tube_radius-vignette_amount, distance(corrected_texturecoords,quad_tube_offset_4));
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vignette = vignette_amount > 0 ? 1.0 - ((1.0 - gen3_vignette_1) * (1.0 - gen3_vignette_2) * (1.0 - gen3_vignette_3) * (1.0 - gen3_vignette_4))
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: gen3_vignette_1 * gen3_vignette_2 * gen3_vignette_3 * gen3_vignette_4; // apply vignette
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}
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if (vignette_amount > 0)
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{
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vignette = pow(vignette,2);
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}
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return vignette;
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}
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///// blur functions
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float IGN_calc(float2 uv)
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{
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uv = frac(uv);
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float f = 0.06711056 * uv.x + 0.00583715 * uv.y;
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return 6.28*(frac(52.9829189 * frac(f)));
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}
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float2x2 rot(float a)
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{
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float c;
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float s;
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sincos(a,s,c);
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return float2x2 (c, s, -s, c);
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}
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///////////////////////////////////////////////////////
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// LUMA SHARPEN (adapted from Simple Luma Sharpen on ShaderToy, credit xwize)
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///////////////////////////////////////////////////////
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float3 YUVFromRGB( float3 color)
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{
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return float3 (color.r * 0.299 + color.g * 0.587 + color.b * 0.114,
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color.r * -0.147 + color.g * -0.289 + color.b * 0.436,
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color.r * 0.615 + color.g * -0.515 + color.b * -0.100);
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}
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float3 RGBFromYUV ( float3 color)
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{
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return float3 (color.r * 1.0 + color.b * 1.140,
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color.r * 1.0 + color.g * -0.395 + color.b * 0.581 ,
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color.r * 1.0 + color.g * 2.032);
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}
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float extractLuma(float3 c)
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{
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return (c.r * 0.299 + c.g * 0.587 + c.b * 0.114);
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}
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float3 luma_sharpen(float3 image, float2 uv)
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{
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float3 yuv = YUVFromRGB(image);
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float2 imgSize = screen_res.xy;
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float accumY = 0.0;
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for(int i = -1; i <= 1; ++i) {
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for(int j = -1; j <= 1; ++j) {
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float2 offset = float2(i,j) / imgSize;
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float s = extractLuma(s_blur_2.SampleLevel(smp_rtlinear,uv + offset,0).rrr);
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float notCentre = min(float(i*i + j*j),1.0);
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accumY += s * (9.0 - notCentre*10.0);
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}
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}
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accumY /= 9.0;
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float gain = 0.9;
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accumY = (accumY + yuv.x)*gain;
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image = RGBFromYUV (float3(accumY,yuv.y,yuv.z)); // sharpened
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return image;
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}
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///////////////////////////////////////////////////////
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// DEPTH BLUR - LITERALLY BLURS THE DEPTH VALUE IN S_POSITION
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///////////////////////////////////////////////////////
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float blurred_depth (float2 tc)
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{
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float Pi = 6.28318530718; // Pi*2
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float Directions = 12.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)
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float Quality = 4.0; // BLUR QUALITY (Default 4.0 - More is better but slower)
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float Size = 6;
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float2 Radius = Size/screen_res.xy;
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// how far away is the center of our COC
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float center_depth = s_position.Load( int3( (tc)*screen_res.xy, 0 ), 0 ).z;
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if (center_depth == 0) { center_depth = 10000; }
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// set our average depth to be center depth
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float depth_average = 0;
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// where we store the depth_sample
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float depth_sample;
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// where we store the weighted value from sample
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float depth_tap;
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// where we store our weighted
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float weight = 0.0;
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// where we store the total weighted
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float total_weight = 0.0;
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// Blur calculations
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for(float i=1.0; i<=Quality; i++) // how far away are we
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{
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for( float d=0.0; d<Pi; d+=Pi/Directions) // where are we around the circle
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{
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// pull depth at our sample point
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depth_sample = s_position.Load( int3( ((tc+float2(cos(d),sin(d))*Radius*i) * screen_res.xy), 0 ), 0 ).z;
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// if we hit the sky, give it a depth of 10k
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if (depth_sample == 0) {depth_sample = 10000.0f; }
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// if the point we hit is closer than our (center? average), then that point should add blurring to our centerpoint
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if (depth_sample <= center_depth )
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{
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weight = Quality - pow((i - 1),0.5);
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depth_average += depth_sample * weight;
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total_weight += weight;
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}
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// but if the point we hit is farther than our (center? average?) then that point should not be adding blur to our centerpoint
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}
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}
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depth_average /= total_weight;
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return depth_average;
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}
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////////////////////////////////////////////////////////////////////
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//////// GLITCH EFFECT /////////////////
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float3 glitchEffect( float3 image, float2 tc, float power)
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{
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//tc.y = 1.0 - tc.y;
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float time = fmod(timers.x, 32.0); // + modelmat[0].x + modelmat[0].z;
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float GLITCH = saturate(power);
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float rnd0 = rand(timers.x);
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float r0 = saturate((1.0-GLITCH)*0.7 + rnd0);
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float rnd1 = rand(floor(tc.x*10.0f * r0) / (10.0f * r0) * time);
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float r1 = 0.5 - (0.5 * GLITCH) + rnd1;
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r1 = 1.0 - max( 0.0, r1);
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float rnd2 = rand(floor(tc.y*40.0f * r1) / (40.0f * r1) * time);
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float r2 = saturate(rnd2);
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float rnd3 = rand(floor(tc.y*10.0f * r0) / (10.0f * r0) * time);
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float r3 = (1.0 - saturate(rnd3 + 0.8)) - 0.1f;
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float pxrnd = rand( dot(tc.x,tc.y) + time );
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float test_result;
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if (rnd0 > 0.5f)
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{ test_result = 1.0f; }
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else
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{test_result = -1.0f; }
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float ofs = 0.05 * r2 * GLITCH * test_result;
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ofs += 0.5 * pxrnd * ofs;
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tc.y += 0.1 * r3 * GLITCH;
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int NUM_SAMPLES = 10;
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float RCP_NUM_SAMPLES_F = 1.0 / (float)NUM_SAMPLES;
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float3 sum = 0.0f;
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float3 wsum = 0.0f;
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float t0 = 0.0f;
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for( int i=0; i<NUM_SAMPLES; ++i )
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{
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float t = (float)i * RCP_NUM_SAMPLES_F;
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tc.x = saturate(tc.x + ofs * t);
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float3 samplecol = s_blur_2.SampleLevel(smp_rtlinear, tc, 0).rgb;
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// float3 s = spectrum_offset( t );
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// samplecol *= s;
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sum += samplecol;
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wsum += 1.0f;
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}
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return sum.rgb /= wsum;
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} |