84 lines
2.4 KiB
C
84 lines
2.4 KiB
C
/**
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* @ Version: SCREEN SPACE SHADERS - UPDATE 12
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* @ Description: DOF Implementation
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* @ Modified time: 2022-11-09 01:54
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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 "check_screenspace.h"
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uniform float4 ssfx_wpn_dof_1;
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uniform float ssfx_wpn_dof_2;
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float3 SSFX_DOF(float2 tc, float3 depth, float3 img)
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{
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// Full Blur Scene + CA
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float CA = float2(4.0f / screen_res.x, 4.0f / screen_res.y);
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float3 blur_far = 0;
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blur_far.r = s_blur_2.SampleLevel(smp_rtlinear, tc + CA, 0).r;
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blur_far.g = s_blur_2.SampleLevel(smp_rtlinear, tc, 0).g;
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blur_far.b = s_blur_2.SampleLevel(smp_rtlinear, tc - CA, 0).b;
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// Use Depth to adjust blur intensity
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float blur_w = lerp(ssfx_wpn_dof_1.w, 0, smoothstep(ssfx_wpn_dof_1.x, ssfx_wpn_dof_1.y, depth.z ) );
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blur_w *= depth.z > SKY_EPS; // Don't apply to the sky ( Sky depth = float(0.001) )
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float edgeBlur = 0;
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// Peripheral vision blur
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if (ssfx_wpn_dof_2 > 0)
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{
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// Vignette to calc blur
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float2 mid_uv = tc - float2(0.5f, 0.5f);
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edgeBlur = pow(smoothstep(0.0f, saturate(1.0f - ssfx_wpn_dof_2), length(mid_uv)), 1.5f) * 1.33f;
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blur_w = saturate(blur_w + edgeBlur) * ssfx_wpn_dof_1.w;
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}
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// Close blur ( Weapon blur )
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if (blur_w > 0)
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{
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float offset_f = 0.001f;
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float ratio = screen_res.y / screen_res.x;
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float2 blur_res = float2(blur_w, blur_w) * float2(offset_f * ratio, offset_f);
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// Offset pattern
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float2 blur_Offsets[8] =
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{
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float2( -blur_res.x,-blur_res.y), // XOX
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float2( blur_res.x,blur_res.y), // OOO
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float2( blur_res.x,-blur_res.y), // XOX
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float2(-blur_res.x,blur_res.y),
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float2( 0,-blur_res.y), // OXO
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float2( blur_res.x,0), // XOX
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float2( -blur_res.x,0), // OXO
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float2(0,blur_res.y)
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};
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float3 Wpn_Blur = 0;
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// Create blur
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for (int b = 0; b < 8; b++)
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{
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Wpn_Blur += s_image.SampleLevel(smp_rtlinear, tc + blur_Offsets[b], 0).rgb;
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Wpn_Blur += s_image.SampleLevel(smp_rtlinear, tc + blur_Offsets[b] * 2, 0).rgb;
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}
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// Normalize blur
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img = Wpn_Blur / 16;
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// Peripheral vision blur with extra help from s_blur_2
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img = lerp(img, blur_far, saturate(0.4f - (1.0f - edgeBlur)));
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}
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// Far blur ( Reload, Inventory and PDA )
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if (ssfx_wpn_dof_1.z > 0)
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{
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// Let's use s_blur_2 for far blur
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img = lerp(img, blur_far, saturate(smoothstep(1.0f, 2.4f, length(depth) ) + int(depth.z <= SKY_EPS)) * ssfx_wpn_dof_1.z);
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}
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return img;
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} |