// OBS Default uniform float4x4 ViewProj; // Settings (Shared) uniform texture2d u_image; uniform float2 u_imageSize; uniform float2 u_imageTexel; uniform int u_radius; uniform int u_diameter; uniform float2 u_texelDelta; /// Region uniform float regionLeft; uniform float regionTop; uniform float regionRight; uniform float regionBottom; uniform float regionFeather; uniform float regionFeatherShift; // Settings (Private) //uniform float registerkernel[25]; uniform texture2d kernel; uniform float2 kernelTexel; sampler_state textureSampler { Filter = Point; 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; } float4 BlurFunc(float2 uv, float4 rgba) { float2 uvOffset = float2(0, 0); float4 final = rgba * kernel.SampleLevel(textureSampler, (float2(0, u_radius - 1) * kernelTexel), 0).r; for (int k = 1; k <= u_radius; k++) { uvOffset += u_texelDelta; float l_g = kernel.SampleLevel(textureSampler, (float2(k, u_radius - 1) * kernelTexel), 0).r; float4 l_p = u_image.SampleLevel(textureSampler, uv + uvOffset, 0); float4 l_n = u_image.SampleLevel(textureSampler, uv - uvOffset, 0); final += (l_p + l_n) * l_g; } return final; } float4 PSGaussian(VertDataOut v_in) : TARGET { float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0); return BlurFunc(v_in.uv, rgba); } float4 PSGaussianRegion(VertDataOut v_in) : TARGET { float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0); if ((v_in.uv.x < regionLeft) || (v_in.uv.x > regionRight) || (v_in.uv.y < regionTop) || (v_in.uv.y > regionBottom)) { return rgba; } return BlurFunc(v_in.uv, rgba); } float4 PSGaussianRegionInvert(VertDataOut v_in) : TARGET { float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0); if ((v_in.uv.x > regionLeft) && (v_in.uv.x < regionRight) && (v_in.uv.y > regionTop) && (v_in.uv.y < regionBottom)) { return rgba; } return BlurFunc(v_in.uv, rgba); } float4 PSGaussianRegionFeather(VertDataOut v_in) : TARGET { float halfFeather = (regionFeather / 2.0); float feather = max(regionFeather, 0.00000001); float leftFeather = clamp(((v_in.uv.x - regionLeft + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0); float rightFeather = clamp(((-(v_in.uv.x - regionRight) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0); float topFeather = clamp(((v_in.uv.y - regionTop + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0); float bottomFeather = clamp(((-(v_in.uv.y - regionBottom) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0); float finalFeather = min(min(leftFeather, rightFeather), min(topFeather, bottomFeather)); float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0); if (finalFeather <= 0.00001) { return rgba; } else if (finalFeather >= 0.99999) { return BlurFunc(v_in.uv, rgba); } return lerp(rgba, BlurFunc(v_in.uv, rgba), finalFeather); } float4 PSGaussianRegionFeatherInvert(VertDataOut v_in) : TARGET { float halfFeather = (regionFeather / 2.0); float feather = max(regionFeather, 0.00000001); float leftFeather = clamp(((v_in.uv.x - regionLeft + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0); float rightFeather = clamp(((-(v_in.uv.x - regionRight) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0); float topFeather = clamp(((v_in.uv.y - regionTop + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0); float bottomFeather = clamp(((-(v_in.uv.y - regionBottom) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0); float finalFeather = 1.0 - min(min(leftFeather, rightFeather), min(topFeather, bottomFeather)); float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0); if (finalFeather <= 0.00001) { return rgba; } else if (finalFeather >= 0.99999) { return BlurFunc(v_in.uv, rgba); } return lerp(rgba, BlurFunc(v_in.uv, rgba), finalFeather); } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSGaussian(v_in); } } technique DrawRegion { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSGaussianRegion(v_in); } } technique DrawRegionInvert { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSGaussianRegionInvert(v_in); } } technique DrawRegionFeather { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSGaussianRegionFeather(v_in); } } technique DrawRegionFeatherInvert { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSGaussianRegionFeatherInvert(v_in); } }