1 | //------------------------------------------------------ |
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2 | //Radial_Blur_FP.cg |
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3 | // Implements radial blur to be used with the compositor |
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4 | // It's very dependent on screen resolution |
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5 | //------------------------------------------------------ |
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6 | |
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7 | uniform sampler2D tex: register(s0); |
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8 | |
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9 | static const float samples[10] = |
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10 | { |
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11 | -0.08, |
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12 | -0.05, |
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13 | -0.03, |
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14 | -0.02, |
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15 | -0.01, |
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16 | 0.01, |
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17 | 0.02, |
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18 | 0.03, |
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19 | 0.05, |
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20 | 0.08 |
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21 | }; |
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22 | |
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23 | float4 main(float4 Pos : POSITION, |
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24 | float2 texCoord: TEXCOORD0, |
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25 | uniform float sampleDist, |
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26 | uniform float sampleStrength |
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27 | ) : COLOR |
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28 | { |
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29 | //Vector from pixel to the center of the screen |
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30 | float2 dir = 0.5 - texCoord; |
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31 | |
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32 | //Distance from pixel to the center (distant pixels have stronger effect) |
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33 | //float dist = distance( float2( 0.5, 0.5 ), texCoord ); |
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34 | float dist = sqrt( dir.x*dir.x + dir.y*dir.y ); |
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35 | |
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36 | |
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37 | //Now that we have dist, we can normlize vector |
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38 | dir = normalize( dir ); |
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39 | |
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40 | //Save the color to be used later |
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41 | float4 color = tex2D( tex, texCoord ); |
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42 | //Average the pixels going along the vector |
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43 | float4 sum = color; |
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44 | for (int i = 0; i < 10; i++) |
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45 | { |
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46 | float4 res=tex2D( tex, texCoord + dir * samples[i] * sampleDist ); |
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47 | sum += res; |
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48 | } |
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49 | sum /= 11; |
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50 | |
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51 | //Calculate amount of blur based on |
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52 | //distance and a strength parameter |
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53 | float t = dist * sampleStrength; |
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54 | t = saturate( t );//We need 0 <= t <= 1 |
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55 | |
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56 | //Blend the original color with the averaged pixels |
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57 | return lerp( color, sum, t ); |
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58 | } |
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