71 lines
1.4 KiB
PostScript
71 lines
1.4 KiB
PostScript
#include "common.h"
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uniform float4 ssfx_volumetric;
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Texture2D noise_tex;
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// Igor: used for volumetric light
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#ifndef USE_MSAA
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Texture2D s_vollight;
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#else
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#ifndef SM_5
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Texture2DMS<float4,MSAA_SAMPLES> s_vollight;
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#else
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Texture2DMS<float4> s_vollight;
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#endif
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#endif
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struct _input
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{
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float4 tc0 : TEXCOORD0; // tc.xy, tc.w = tonemap scale
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};
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struct _out
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{
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float4 low : SV_Target0;
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float4 high : SV_Target1;
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};
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// TODO: DX10: Use load instead of sample
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_out main( _input I )
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{
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_out o;
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float4 color;
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#ifndef USE_MSAA // Get Volumetric Buffer [ No MSAA ]
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color = s_vollight.SampleLevel( smp_linear, I.tc0.xy / ssfx_volumetric.w, 0);
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// Read Depth
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float _depth = s_position.Sample(smp_nofilter, I.tc0.xy).z;
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#else // Get Volumetric Buffer [ MSAA ]
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float2 tc = I.tc0.xy * screen_res.xy;
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color = s_vollight.Load(int3(tc / ssfx_volumetric.w, 0), 0);
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[unroll] for(int iSample = 1; iSample < MSAA_SAMPLES; ++iSample)
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{
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color += s_vollight.Load(int3(tc / ssfx_volumetric.w, 0), iSample);
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}
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color /= MSAA_SAMPLES;
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// Read Depth [ MSAA ]
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float _depth = s_position.Load(int3(tc, 0), iSample).z;
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#endif
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// Noise TC
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float2 uv_noise = I.tc0.xy;
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uv_noise.x *= screen_res.x / screen_res.y;
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// Add noise to dither the result
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color = saturate(color - noise_tex.Sample( smp_linear, uv_noise * 2.5).xxxx * 0.01f);
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// Discard Sky.
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color *= _depth < 0.001 ? 1.0f : saturate(_depth * 1.5f);
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tonemap(o.low, o.high, color, I.tc0.w );
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return o;
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} |