uniform float4x4 ViewProj; uniform texture2d image; uniform float2 texel; uniform int widthHalf; uniform int width; uniform float bilateralSmoothing; uniform float bilateralSharpness; sampler_state textureSampler { Filter = Point; AddressU = Clamp; AddressV = Clamp; }; struct VertDataIn { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct VertDataOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertDataOut VSDefault(VertDataIn v_in) { VertDataOut vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } // Bilateral Blur float Bilateral(float x, float sigma) { return 0.39894 * exp(-0.5 * (x*x) / (sigma*sigma)) / sigma; } float Bilateral3(float3 v, float sigma) { return 0.39894 * exp(-0.5 * dot(v,v) / (sigma*sigma)) / sigma; } float4 PSBilateral(VertDataOut v_in) : TARGET { float4 source = image.Sample(textureSampler, v_in.uv); float3 color = float3(0, 0, 0); float2 rootuv = v_in.uv - (texel * widthHalf); float Z = 0.0; float bZ = 1.0 / Bilateral(0.0, bilateralSharpness); for (int k = -widthHalf; k <= widthHalf; k++) { // Sample Color float3 sample = image.Sample(textureSampler, rootuv); // Bilateral Stuff float bKernel = Bilateral(abs(k), bilateralSmoothing); bKernel *= bKernel; float factor = Bilateral3(sample - source.rgb, bilateralSharpness) * bZ * bKernel; Z += factor; // Store Color color += factor * sample; // Advance UV rootuv += texel; } return float4(color.rgb / Z, source.a); } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSBilateral(v_in); } }