// 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; // 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); } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSGaussian(v_in); } }