sqwarmed/sdk_src/materialsystem/stdshaders/motion_blur_ps2x.fxc

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// DYNAMIC: "D_NUM_BLUR_SAMPLES" "0..14"
#ifdef HDRTYPE
#undef HDRTYPE
#endif
#define HDRTYPE HDR_TYPE_NONE
// Includes =======================================================================================
#include "common_ps_fxc.h"
// Texture Samplers ===============================================================================
sampler g_tTexSampler : register( s0 );
// Shaders Constants and Globals ==================================================================
float g_flMaxMotionBlur : register( c0 );
float4 g_vConst5 : register( c1 );
#define g_vGlobalBlurVector g_vConst5.xy
#define g_flFallingMotionIntensity g_vConst5.z
#define g_flRollBlurIntensity g_vConst5.w
float4 g_vViewport : register( c2 );
// Interpolated values ============================================================================
struct PS_INPUT
{
float2 vUv0 : TEXCOORD0;
};
// Main ===========================================================================================
float4 main( PS_INPUT i ) : COLOR
{
// Calculate blur vector
float2 vFallingMotionBlurVector = ( ( i.vUv0.xy * 2.0f ) - 1.0f );
float2 vRollBlurVector = cross( float3( vFallingMotionBlurVector.xy, 0.0f ), float3( 0.0f, 0.0f, 1.0f ) ).xy;
float2 vGlobalBlurVector = g_vGlobalBlurVector;
vGlobalBlurVector.y = -vGlobalBlurVector.y;
//vGlobalBlurVector.xy = float2( 1.0f, 0.0f ); // For debugging
float flFallingMotionBlurIntensity = -abs( g_flFallingMotionIntensity ); // Keep samples on screen by keeping vector pointing in
//flFallingMotionBlurIntensity = step( 10, abs(g_flFallingMotionIntensity) ); // For finding the sweet spot in debug mode
vFallingMotionBlurVector.xy *= dot( vFallingMotionBlurVector.xy, vFallingMotionBlurVector.xy ); // Dampen the effect in the middle of the screen
vFallingMotionBlurVector.xy *= flFallingMotionBlurIntensity;
float flRollBlurIntensity = g_flRollBlurIntensity;
vRollBlurVector.xy *= flRollBlurIntensity;
float2 vFinalBlurVector = vGlobalBlurVector.xy + vFallingMotionBlurVector.xy + vRollBlurVector.xy;
#if defined( _X360 ) // Disable falling blur on the 360 for perf
vFinalBlurVector.xy = vGlobalBlurVector.xy + vRollBlurVector.xy;
#endif
// Clamp blur vector to max length
if ( length( vFinalBlurVector.xy ) > g_flMaxMotionBlur )
{
vFinalBlurVector.xy = normalize( vFinalBlurVector.xy ) * g_flMaxMotionBlur;
}
// Clamp fetches to viewport
float2 vBlurVectorClamped = i.vUv0.xy + vFinalBlurVector.xy;
vBlurVectorClamped.xy = clamp( vBlurVectorClamped.xy, g_vViewport.xy, g_vViewport.wz ) - i.vUv0.xy;
// Set number of samples
int nNumSamples = D_NUM_BLUR_SAMPLES + 1; // Make sure we always fetch 1 texel!
// Step size
float2 vUvOffset = { 0.0f, 0.0f };
#if ( D_NUM_BLUR_SAMPLES > 0 )
vUvOffset.xy = vBlurVectorClamped.xy / ( nNumSamples - 1 );
#endif
float4 cColor = { 0.0f, 0.0f, 0.0f, 0.0f };
#if defined( _X360 )
[unroll]
#endif
for ( int x = 0; x <= D_NUM_BLUR_SAMPLES; x++ )
{
// Calculate uv
float2 vUvTmp = i.vUv0.xy + ( vUvOffset.xy * x );
// Sample pixel
//cColor += kernel[x] * tex2D( g_tTexSampler, vUvTmp ); // Use kernal from above
cColor += ( 1.0f / nNumSamples ) * tex2D( g_tTexSampler, vUvTmp.xy ); // Evenly weight all samples
}
return float4( cColor.rgb, 1.0f );
}