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

55 lines
1.3 KiB
PostScript

/**
* @ Version: SCREEN SPACE SHADERS - UPDATE 21
* @ Description: IL - Blur Phase
* @ Modified time: 2024-08-18 08:11
* @ 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_IL.h"
uniform float4 blur_setup; // x: | y: | z: Buffer width | w: Buffer Height
uniform float4 ao_setup;
Texture2D ao_image;
Texture2D s_hud_mask;
float4 main(p_screen I) : SV_Target
{
float2 tc = I.tc0 * blur_setup.x;
float4 base_image = ao_image.SampleLevel(smp_linear, tc, 0);
float4 blur = 0;
float2 buffer_pixel_size = 1.0 / blur_setup.zw;
float radius = 1.0 / ao_setup.x;
float2 offset = float2(radius, radius) * ao_setup.w * blur_setup.y; // 0.25 ~ 0.5 ~ 0.75f ~ 1.0f
float2 blur_tc = 0;
float r = 2.0f;
[unroll (G_IL_BLUR_SAMPLES)]
for (int i = 0; i < G_IL_BLUR_SAMPLES; i++)
{
r += 1.0f / r;
offset = mul(offset, pp_rotation_matrix);
blur_tc = tc + (offset * (r - 1.0f) * buffer_pixel_size);
float3 BlurSample = ao_image.SampleLevel(smp_linear, blur_tc, 0).rgb;
if (any(blur_tc < 0) || any(blur_tc > radius))
blur += base_image;
else
blur.rgb += BlurSample.rgb;
}
blur /= G_IL_BLUR_SAMPLES;
return blur.rgba;
}