Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Shaders/postprocess.fx
2020-04-23 19:19:37 +03:00

260 lines
8.7 KiB
HLSL

struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TexCoords: TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TexCoords: TEXCOORD0;
};
float4x4 MatrixTransform;
VertexShaderOutput mainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Position = mul(input.Position, MatrixTransform);
output.TexCoords = input.TexCoords;
return output;
}
Texture2D xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
Texture2D xDistortTexture;
sampler DistortSampler =
sampler_state
{
Texture = <xDistortTexture>;
MagFilter = LINEAR;
MinFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
float blurDistance;
float2 distortScale;
float2 distortUvOffset;
float3 chromaticAberrationStrength;
// Apply radial distortion to the given coordinate.
float2 radialDistortion(float2 coord, float distortion)
{
float2 cc = coord - 0.5;
float dist = dot(cc, cc) * distortion;
//return coord * (pos + cc * (1.0 + dist) * dist) / pos;
return coord + (dist * dist + dist) * cc;
}
/*float4 sampleWithChromaticAberration(float2 samplePos)
{
return float4(
xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b,
1);
}*/
float3 sampleChannelsSeparately(float2 samplePosR, float2 samplePosG, float2 samplePosB)
{
return float3(
xTexture.Sample(TextureSampler, samplePosR).r,
xTexture.Sample(TextureSampler, samplePosG).g,
xTexture.Sample(TextureSampler, samplePosB).b);
}
float3 sampleWithChromaticAberration(float2 samplePos)
{
return float3(
xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b);
}
float4 blur(VertexShaderOutput input) : COLOR0
{
float4 sample;
sample = xTexture.Sample(TextureSampler, float2(input.TexCoords.x + blurDistance, input.TexCoords.y + blurDistance));
sample += xTexture.Sample(TextureSampler, float2(input.TexCoords.x - blurDistance, input.TexCoords.y - blurDistance));
sample += xTexture.Sample(TextureSampler, float2(input.TexCoords.x + blurDistance, input.TexCoords.y - blurDistance));
sample += xTexture.Sample(TextureSampler, float2(input.TexCoords.x - blurDistance, input.TexCoords.y + blurDistance));
sample = sample * 0.25f;
return sample;
}
float4 distort(VertexShaderOutput input) : COLOR0
{
float4 bumpColor = xDistortTexture.Sample(DistortSampler, input.TexCoords + distortUvOffset);
bumpColor = (bumpColor + xDistortTexture.Sample(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
return xTexture.Sample(TextureSampler, samplePos);
}
float4 blurDistort(VertexShaderOutput input) : COLOR0
{
float4 bumpColor = xDistortTexture.Sample(DistortSampler, input.TexCoords + distortUvOffset);
bumpColor = (bumpColor + xDistortTexture.Sample(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
float4 sample;
sample = xTexture.Sample(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y + blurDistance));
sample += xTexture.Sample(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y - blurDistance));
sample += xTexture.Sample(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y - blurDistance));
sample += xTexture.Sample(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y + blurDistance));
sample = sample * 0.25f;
return sample;
}
float4 chromaticAberration(VertexShaderOutput input) : COLOR0
{
return float4(sampleWithChromaticAberration(input.TexCoords), 1);
}
float4 chromaticAberrationDistort(VertexShaderOutput input) : COLOR0
{
float4 bumpColor = xDistortTexture.Sample(DistortSampler, input.TexCoords + distortUvOffset);
bumpColor = (bumpColor + xDistortTexture.Sample(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
return float4(sampleWithChromaticAberration(samplePos), 1);
}
float4 blurChromaticAberration(VertexShaderOutput input) : COLOR0
{
float2 samplePosR = radialDistortion(input.TexCoords, chromaticAberrationStrength.r);
float2 samplePosG = radialDistortion(input.TexCoords, chromaticAberrationStrength.g);
float2 samplePosB = radialDistortion(input.TexCoords, chromaticAberrationStrength.b);
float2 blurTopLeft = -blurDistance;
float2 blurTopRight = float2(blurDistance, -blurDistance);
float2 blurBottomRight = blurDistance;
float2 blurBottomLeft = float2(-blurDistance, blurDistance);
float3 sample;
sample = sampleChannelsSeparately(samplePosR + blurTopLeft, samplePosG + blurTopLeft, samplePosB + blurTopLeft);
sample += sampleChannelsSeparately(samplePosR + blurTopRight, samplePosG + blurTopRight, samplePosB + blurTopRight);
sample += sampleChannelsSeparately(samplePosR + blurBottomRight, samplePosG + blurBottomRight, samplePosB + blurBottomRight);
sample += sampleChannelsSeparately(samplePosR + blurBottomLeft, samplePosG + blurBottomLeft, samplePosB + blurBottomLeft);
sample = sample * 0.25f;
return float4(sample, 1);
}
float4 blurChromaticAberrationDistort(VertexShaderOutput input) : COLOR0
{
float4 bumpColor = xDistortTexture.Sample(DistortSampler, input.TexCoords + distortUvOffset);
bumpColor = (bumpColor + xDistortTexture.Sample(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
float2 samplePosR = radialDistortion(samplePos, chromaticAberrationStrength.r);
float2 samplePosG = radialDistortion(samplePos, chromaticAberrationStrength.g);
float2 samplePosB = radialDistortion(samplePos, chromaticAberrationStrength.b);
float2 blurTopLeft = -blurDistance;
float2 blurTopRight = float2(blurDistance, -blurDistance);
float2 blurBottomRight = blurDistance;
float2 blurBottomLeft = float2(-blurDistance, blurDistance);
float3 sample;
sample = sampleChannelsSeparately(samplePosR + blurTopLeft, samplePosG + blurTopLeft, samplePosB + blurTopLeft);
sample += sampleChannelsSeparately(samplePosR + blurTopRight, samplePosG + blurTopRight, samplePosB + blurTopRight);
sample += sampleChannelsSeparately(samplePosR + blurBottomRight, samplePosG + blurBottomRight, samplePosB + blurBottomRight);
sample += sampleChannelsSeparately(samplePosR + blurBottomLeft, samplePosG + blurBottomLeft, samplePosB + blurBottomLeft);
sample = sample * 0.25f;
return float4(sample, 1);
}
technique Distort
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 distort();
}
}
technique Blur
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 blur();
}
}
technique BlurDistort
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 blurDistort();
}
}
technique BlurChromaticAberration
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 blurChromaticAberration();
}
}
technique ChromaticAberration
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 chromaticAberration();
}
}
technique ChromaticAberrationDistort
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 chromaticAberrationDistort();
}
}
technique BlurChromaticAberrationDistort
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 blurChromaticAberrationDistort();
}
}