// OBS Default uniform float4x4 ViewProj; // Settings (Shared) uniform texture2d u_image; uniform float2 u_imageSize; uniform float2 u_imageTexelDelta; uniform int u_radius; uniform int u_diameter; uniform float2 u_texelDelta; // Settings (Private) //uniform float registerkernel[25]; uniform texture2d kernel; uniform float2 kernelTexel; sampler_state pointClampSampler { Filter = Point; AddressU = Clamp; AddressV = Clamp; MinLOD = 0; MaxLOD = 0; }; sampler_state bilinearClampSampler { Filter = Bilinear; AddressU = Clamp; AddressV = Clamp; MinLOD = 0; MaxLOD = 0; }; 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; } // Gaussian Blur float Gaussian(float x, float o) { const float pivalue = 3.1415926535897932384626433832795; return (1.0 / (o * sqrt(2.0 * pivalue))) * exp((-(x * x)) / (2 * (o * o))); } float4 InternalGaussian( float2 p_uv, float2 p_uvStep, int p_size, texture2d p_source) { float l_gauss = Gaussian(0, p_size); float4 l_value = p_source.Sample(pointClampSampler, p_uv) * gauss; float2 l_uvoffset = p_uvStep; for (int k = 1; k <= p_size; k++) { float l_g = Gaussian(k, p_size); float4 l_p = p_source.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g; float4 l_n = p_source.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g; l_value += l_p + l_n; l_uvoffset += p_uvStep; l_gauss += l_g; } l_value = l_value * (1.0 / l_gauss); return l_value; } float4 InternalGaussianPrecalculated( float2 p_uv, float2 p_uvStep, int p_size, texture2d p_source, float2 p_sourceStep, texture2d p_kernel, float2 p_kernelStep) { float4 l_value = p_source.Sample(pointClampSampler, p_uv + imageTexel) * kernel.Sample(pointClampSampler, float2(0, 0)).r; float2 l_uvoffset = p_uvStep; float2 l_koffset = p_kerneltexel; for (int k = 1; k <= p_size; k++) { float l_g = p_kernel.Sample(pointClampSampler, l_koffset).r; float4 l_p = p_source.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g; float4 l_n = p_source.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g; l_value += l_p + l_n; l_uvoffset += p_uvStep; l_koffset += p_kerneltexel; } return l_value; } float4 InternalGaussianPrecalculatedNVOptimized(float2 p_uv, texture2d p_source, float2 p_texel, int p_size, texture2d p_kernel, texture2d p_kerneltexel) { if (p_size % 2 == 0) { float4 l_value = p_source.Sample(pointClampSampler, p_uv) * kernel.Sample(pointClampSampler, float2(0, 0)).r; float2 l_uvoffset = p_texel; float2 l_koffset = p_kerneltexel; for (int k = 1; k <= p_size; k++) { float l_g = p_kernel.Sample(pointClampSampler, l_koffset).r; float4 l_p = p_source.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g; float4 l_n = p_source.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g; l_value += l_p + l_n; l_uvoffset += p_texel; l_koffset += p_kerneltexel; } return l_value; } else { return InternalGaussianPrecalculated(p_uv, p_source, p_texel, p_size, p_kernel, p_kerneltexel);) } } float4 PSGaussian(VertDataOut v_in) : TARGET { //return InternalGaussian(v_in.uv, u_image, u_imageTexelDelta, u_radius); //return InternalGaussianPrecalculated(v_in.uv, image, texel, radius, kernel, kernelTexel); return InternalGaussianPrecalculatedNVOptimize(v_in.uv, u_ image, texel, radius, kernel, kernelTexel); } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSGaussian(v_in); } }