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