1 | //--------------------------------------------- |
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2 | // Bloom |
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3 | |
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4 | |
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5 | float4 main(float2 texCoord: TEXCOORD0, |
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6 | uniform sampler RT: register(s0), |
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7 | uniform sampler Blur1: register(s1), |
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8 | uniform float OriginalImageWeight, |
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9 | uniform float BlurWeight |
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10 | ) : COLOR { |
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11 | |
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12 | |
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13 | float4 sharp = tex2D(RT, texCoord); |
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14 | float4 blur = tex2D(Blur1, texCoord); |
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15 | |
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16 | //return blur*0.5+sharp*0.5; |
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17 | return blur*BlurWeight+sharp*OriginalImageWeight; |
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18 | //return blur; |
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19 | |
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20 | //return ( sharp + blur * 1.8 ) / 2; |
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21 | |
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22 | // return (sharp*3/6 + (blur*4/6))*float4(1.5, 1.5, 1.5, 1);; |
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23 | |
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24 | // float4 color = lerp( sharp, blur, 0.4f ); |
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25 | |
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26 | // return color; |
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27 | |
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28 | |
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29 | /* |
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30 | return ( sharp + blur * 1.8 ) / 2 + |
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31 | luminance(blur) * |
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32 | float4( 0.5, 0.5, 0.5, 0) + |
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33 | luminance(sharp) * |
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34 | float4( 0.3, 0.3, 0.3, 0); |
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35 | */ |
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36 | /* |
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37 | return ( sharp + blur * 0.9) / 2 + |
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38 | luminance(blur) * float4(0.1, 0.15, 0.7, 0); |
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39 | */ |
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40 | |
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41 | /* |
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42 | return ( sharp + blur * 0.9) / 2 + |
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43 | luminance(blur) * float4(0.1, 0.15, 0.7, 0); |
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44 | */ |
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45 | |
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46 | // float4 retColor = luminance( sharp ) + |
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47 | // luminance( blur ) + blur / 2; |
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48 | // return retColor; |
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49 | } |
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50 | |
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51 | |
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52 | |
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53 | |
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54 | |
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55 | |
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56 | |
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57 | |
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58 | |
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