// Copyright 2021 Michael Fabian Dirks // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // 2. Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // 3. Neither the name of the copyright holder nor the names of its contributors // may be used to endorse or promote products derived from this software // without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE // ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE // LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS // INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. //------------------------------------------------------------------------------ // Defines //------------------------------------------------------------------------------ // Kernel size as sequential float4's. #define KERNEL_SIZE 32 //------------------------------------------------------------------------------ // Uniforms //------------------------------------------------------------------------------ uniform float4x4 ViewProj; uniform texture2d pImage; uniform float2 pImageSize; uniform float2 pImageTexel; uniform float pSize; uniform float pSizeInverseMul; uniform float pAngle; uniform float2 pCenter; uniform float2 pStepScale; uniform float4 pKernel[KERNEL_SIZE]; //------------------------------------------------------------------------------ // Structures //------------------------------------------------------------------------------ struct VertexInformation { float4 pos : POSITION; float2 uv : TEXCOORD0; }; sampler_state LinearClampSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; MinLOD = 0; MaxLOD = 0; }; //------------------------------------------------------------------------------ // Functions //------------------------------------------------------------------------------ VertexInformation VSDefault(VertexInformation vtx) { vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj); return vtx; } float2 rotate(float2 pt, float angle) { float cp = cos(angle); float sp = sin(angle); float sn = -sp; return float2((pt.x * cp) + (pt.y * sn), (pt.x * sp) + (pt.y * cp)); } float2 rotateAround(float2 pt, float2 cpt, float angle) { return rotate(pt - cpt, angle) + cpt; } float kernelAt(uint i) { return pKernel[i/4u][i%4u]; }